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I am pleased to announce that new Rocksmith Custom Song Toolkit.
 
All thanks to the developers involved in the project that made this feasible possibility in so little time.
 
DEVS:
* me;
* Snakez;
* Maveth;
* Raynebc;
* Dreddfoxx;
* Alex360 (L0fka);
* Shrubbery (otaznik);
* Cozy1;
* Zephyrix;
* Xavatar (PowerSlinky);
* Chlipouni;
* Cgeorge;
 
TESTERS (consoles):
* Acid6D94 (XBox 360);
* Redeyed (PS3);
* Kim666 (PS3);
 
And among others for PC/Mac.
 
DOWNLOAD:
http://www.rscustom.net/
 
NOW WITH A RELEASE FOR MONO (CAN BE USED ON MAC) !!!
 
ANY ISSUE? TRY TO DOWNLOAD THE LAST BUILD:
http://www.rscustom.net/builds
 
IF PROBLEM PERSISTS, OPEN AN ISSUE IN THE PROJECT ON GITHUB:
https://github.com/rscustom/rocksmith-custom-song-toolkit/issues
 
 
NEW VERSION INCLUDE:
 

NEW IN 2.6.0.0:* New auto-update feature (shows changes from your version and allow update with one click);* Added InlayCreator (new package type to customize your guitar) [all credits to Cozy1 and Baoulletes for this feature];* Added config screen that you can pre-define some fields in toolkit;* Added song preview volume box to make preview independant of song volume;* Added structured project import option;* Added package author (charter name) inside the package (can be setup on config screen, default value is "Custom Song Creator", but you can define your name if you want);* Added background worker with progress bar for most toolkit features (Generate package, unpacker, update appid, etc);* Added option to use acronym in file names when generate packages;* Fixed DLCConverter CLI issues;* Fixed packer for mod purposes;* SNG 2 XML general issues fixed;* Enhanced package validation;* Toolkit random hangs fixed;* Package random crashes fixed;* Fixed auto-tone load with ToneC and ToneD in some cases;* Fixed Import Template from package (tuning frequency and some minor issues);* Fixed some existent appIds and added new ones;* DDC updated to 2.2;* Fixed packer for larger than 100mb files;* Minor issue fixes.

 
Note: RS2014 CDLC support almost all new features like new techniques, custom tunings, Tuning Pitch (frequency), Mac platform, etc.
 
This new version of toolkit require lastest version of Editor-on-Fire (EoF) 1.8RC8(r1281) or above.
 
To play custom songs on PC and Mac platform is required a patch to bypass song signature that will be released in a tutorial in smithyanvil. (for consoles is not required).
 
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==============================================
 
CHANGE LOG:


 

2.5.0.0:* Packer/Unpacker Tab new layout;* New SNG Tab, that is the gui to sng2014 CLI;* New tool sng2014 CLI that allow pack/encrypt and decrypt/unpack sng, convert song xml to sng and sng to song xml;* DDC 2.1 update;* Packer/Unpacker now generate song xml if it doesn't exists;* DLC Converter now supports non custom packages;* DDC now supports non custom packages;* Changed keyboard shortcuts from Global to OnFocus;* Fixed game file packer like cache.psarc for mod purposes;* Allow DragDrop in DDC Tab file list;* Fixed absolute paths in Mac;* Fixed DD bars not appears in song preview;* Changed package and template default name replacing "_" to "-" in name spaces;* Fixed tuning frequency in toolkit is not the same in game;* Fixed DDC progress bar not update;* Fixed tuning pitch/frequency is not imported on Import template or DLC Converter;* AppId updated;* Fixed sng cleanups that cause arrangement don't start play after tuning in some cases;* New showlight algorithm that works better;* Fixed tuning auto selector in some cases;2.4.1.0:* Allow Update AppId for Mac packages;* Showlights are now generated by toolkit;* Fixed a lot of bugs in DLC Converter envolved XBox 360 and PS3 conversions;* Added sng2014 CLI to unpack/decrypt and encrypt/pack a SNG 2014 file;* Fixed error when Dynamic Difficulty level bars are not displayed in DDC generated files;* Added recent AppIds;* Added arguments to predefine platform and game version on packer CLI;* Fixed RS1 Packer/Unpacker and RS1 AppId Updater;* DDC Tab was improved;* Fixed "Index out of range" on any key is pressed in DLC Package Creator Tab;* Fixed issue when wem file was wrongly converted in some cases;* General small fixes. 2.4.0.1:* Added One Click Dynamic Difficulty Generator for custom song packages;* Added Import project template from Package (You generate a project from a package, edit values and regenerate song again without loss information);* Added Tuning Editor (now you can edit and add new tunings from GUI);* New tunings are now automatically imported to local database when add new arrangement or import packages;* Added option to use DDC Tab with Clean Process (overwrite original arrangament xml and don't generate DDC logs);* DDC updated to 2.0 with two new difficulty templates (thanks to Chlipouni);* Removed "Change output folder" from DDC Tab because the normal process doesn't overwrite original file, so this feature have no utility;* Fixed Mac > PC DLC conversion;* Added shortcut for most used actions in DLC Package Creator Tab:--- Ctrl + Shift + O = Open Package Template;--- Ctrl + Shift + S = Save Package Template;--- Ctrl + Shift + I = Import * Package Template;--- Ctrl + Shift + G = Generate Package (song);--- Ctrl + Shift + A = Add new Arrangement;--- Ctrl + Shift + T = Add new Tone;* Fixed some packer CLI issues. 2.3.1.0:* Fixed CAPO feature in CLDC;* Fixed Tuning Pitch (CentOffSet) for some tuning frequencies;* Added option to duplicate a tone;* Fixed DLC Converter when convert X360 packages from another platform;* A lot of fixes in DLC Converter (song year is 0, lost dynamic density, vocal and preview are lost, etc);* Recover RS2012 package generation support;* DDC updated to 1.9;* A lot fixes for DDC integration;* Added default name when generate package;* Added version field for user define version of the package;* Added validation for null tones to avoid problem with CDLC;* Added recently official DLC App Ids;* Fixed ParentPrevNote in song file (sng);* Set RS14 as default version in DLC Packer/Unpacker;* Defined Cherub Rock as default app id in DLC Converter;* A lot of fixes in showlights;* Added option to open folder where package was saved;* A lot of minor bug fixes. 2.3.0.0:* Package Creator only need one audio file to create packages for all platforms (RS1 and RS2014);* Tone import from profile (You can design your tone in Tone Design in game and import in Toolkit);* DDC update to v1.5 (thanks to chlipouni);* Added java check/explanation for PS3 package creation;* DLC Converter minor fixes;* Fixed AppId disappears when PC is not selected;* Fixed problem with pack/unpack RS2014 game files (for mod purporses);* Minor bug fixes. 2.2.2.1:* Fixed issue with load/create new and save tones;* Fixed bonus Arrangement displaying as normal arrangement;* Make the second arrangement of the same arrangement type as ALTERNATE arrangement ingame;* DDC Tab fixes and enhancements;* Fixed issue with load bass arrangement that have more than one tuning match in tuningdefinition repository;* Added fixes to solution to compile with mono in Mac;* Fixed default AppId is not setup when toolkit load;* Make US Holliday Pack (RS1) and Cherub Rock (RS14) as default AppId;* Fixed AppId not update on DLC Converter tab when target is PC/Mac. 2.2.2.0:* New DLC Converter CLI tool;* Fixed Audio Decode when Unpack songs in some environments;* Added option to convert ogg audio file between platforms like (WEM file);* RS1: Fixed error knob button not enable for editing and not load from package template;* DLC Converter: Fixed tmp folder not deleted after conversion;* DLC Converter: Fixed some arrangement identifications that cause crash on some conversions;* Fixed tone slot not enable for any arrangements;* Tone slot are now disabled when arrangement with auto tone setup is selected to prevent auto tone change to fail (user can enable slots again by check an option); 2.2.1.0:* Audio Converter Tab now can convert .WEM files between platforms (Desktop  Console);* DLC Converter now convert any platform with one click;* DLC Converter now convert multiples files at once;* DDC updated to 1.4 (thanks to chlipouni);* More Auto Tone Change Improvements and validations;* packer CLI: Fixed file paths;* Minor bug fixes. 2.2.0.2:* DDC Tab updated with new DDC 1.3 and new better interface that allow to apply DD in arrangements xmls or packages;* DLC Convert fix for Mac platform and many improvements;* PS3 package name fix (can't be space character due to encryption limitation);* Added validation to average tempo to avoid invalid value alert;* New Appids;* Sorted AppIds by name to easy artist identification;* Fixed tone edit when imported tone;* Auto tone change improvements;* Removed gameplay path for RS1 packages;* Fixed tuning issues for RS1 packages;* Many improvements and bug fixes. 2.2.0.0:* Full support for create RS2014 custom songs (all toolkit features included like packer/unpacker, packer CLI, AppId Update, tone import, etc);* New improved interface;* All platforms supported, including Mac (RS2014) and a improved PS3 support;* RS2014 only: New DLC Converter (allow user to convert from any platform to another with one click);* DDC integrated (Dynamic Difficulty Creator) [thanks to chlipouni];* Packer/Unpacker now compatible with any platform and game version include PS3;* So many improvements and bug fixes. 1.4.0.1:* Added option to encrypt files on 'pcdecrypt.exe' CLI.* Fixed Repack (APP_ID) problem (issues #59 #61);* Fixed problem with special/accented characters on save/load DLC template and Tones (XML) (issue #54);* Fixed HandShape ChordId field is wrong type (issue 66). 1.4.0.0:* Added 'SNG/Package 2 Tablature' (ASCI) converter [thanks to Thierry Steinberg];* Added 'Packer/Unpacker' CLI (Using 'packer.exe' users can pack/unpack a song in command line);* Added 'Build' CLI (Using 'packer.exe' users can build a song in command line from Rocksmith DLC template *.dlc.xml)[thanks to Adam Sloboda]* Added an option to recreate SNG on 'Packer/Unpacker' tab;* Added an option to specify PersistentID and MasterID on arrangement (this feature allow user to maintain scores after rebuild a song)[thanks to Adam Sloboda];* SongAppId list moved to a Xml file (now users can add new AppId);* Several fixes and minor improvements. 1.3.0.0:* Added fully support for PS3 custom songs (generate edat files);* Fix US holiday pack ID;* Fixed executable name;* Minor bug fixes. 1.2.0.1:* Added partial support for PS3 custom songs (generate PSAC files, but need other tool to encrypt to .edat and pack into .pkg file);* Fixed a problem where bass tones were not labeled as bass tones;* Added a few APP_ID's, and fixed the Rush ones;* Minor bug fixes. 1.1.5.2:* Fixed problem in Ogg Converter Wwise decode in some environments;* Removed validation that requires them to have a section near the END phrase at the end of the song;* Added validation to block special characters in tone name to avoid unpacking problems and others;* Added function to allow user reorder arrangements and tones (using keyboard keys: up, down, page up, page down, -, +);* Changed packing function to preserve package signature type and all license keys of package. 1.1.5.1:* Fixed error when pack a XBox 360 multi-song DLC (DLC Pack);* Fixed the OGG decode process when path have spaces;* Added support to import tones from XBox 360 DLC packages;* Added option to decode OGG when unpack songs;* Added button to restart application. 1.1.5.0:* Added function to convert Wwise/Rocksmith OGG format to OGG default readable by EoF and players. 1.1.4.4:* Fixed problem when XBox 360 packages are generated with double size. 1.1.4.3:* Fixed the volume value don't load from DLC saved data. 1.1.4.2:* Fixed "Tone Import" on packed song. 1.1.4.1:* Fixed "Packer/Unpacker" > "Update App Id" function. 1.1.4.0:* Packer/Unpacker now supports XBox360. 1.1.3.1:* Added song volume control;* PC and XBox 360 are now with same volume level;* Changed tab order (since it's no longer necessary to use the "SNG File Creator" and "Ogg Converter" tab). 1.1.3.0:* Fixed tone bug in XBox360 packages;* Enabled XBox360 tone;* Fixed MasterID for consoles;* Removed tone reference in vocal arrangement. 1.1.2.4:* Delete temp generated SNG files when generate packages;* Fix bass hopo technique and bass chord density. 1.1.2.3:* New APP ID;* Fixed problem when edit an arrangement and try load information from XML chart. 1.1.2.2:* Fixed tone not saving when loaded. 1.1.2.1:* Little fix to import data of arrangement XML chart;* Fixed Bass arrangement not selected when imported data from arrangement XML chart. 1.1.2.0:* Automatically populate some fields information from the arrangement XML chart. 1.1.1.6:* Allow multiple Bass arrangement in song. 1.1.1.5:* Fixed tone changes not saved when name don't changed. 1.1.1.4:* Fixed a bug when try to generate a package that has no vocals arrangement. 1.1.1.3:* Changed the arrangement list to not display tone name on vocals arrangement, they don't use;* Changed the add arrangement window to show only relevant options for arrangement type;* Fixed knob settings crash error if more than 9 knob settings like with (Bass) Boutique 800;* Changes Xlock to generate in same order of the official DLC file to make easy comparison;* Added validation in DLC name to remove invalid characters. 1.1.1.2:* Fixed song partition count that set up arrangement name count, eg.: "Combo 1", "Combo 2", now Bass always is "Bass" and not "Bass 3" anymore;* Fixed title ID to default Rocksmith title ID for XBox 360;* Removed dynamic information from imported tone;* Added validation in DLC name to remove invalid characters;* Fixed BinaryVersion (arrangement type) in XBlock file that is not anymore with fixed values. 1.1.1.1:* Fixed Packer/Unpacker display position. 1.1.1.0:* XBox 360 support (tones not work for XBox at this time);* Added fields to define song name sort and artist name sort;* Fixed problem with CueTextBox, now has greater compatibility in all environments;* Fixed problem when user cancel tone editing and it's saved anyway;* Fixed app id don't selected from saved app id in saved DLC data;* Fixed field tab index in Package Creator;* Fixed problem on Ziggy Pro Converter Tab width that don't display "browse" buttons;* Fixed width of the form to view all tabs correctly.

 

 

ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!

 


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Multiple users in this thread:http://customsforge.com/topic/5043-harmonics-not-registeringindicated that pitch detection for natural harmonic notes does not work if the note is sustained. I'd like to get a developer opinion before I have EOF drop sustains from these notes by force.

 

I created a test file with harmonics spread from fret  5, 7 and 12 with sustains on it and they all got registered, i also tried chords with harmonics and they all got registered in the game, i also added the force sustain on the harmonic chords and Riff Repeater was showing me 0 missed. Now getting the game recognize the whole sustain was difficult but in Riff Repeater the game does not penalize you if a sustain does not get hold till the end, all that metters is the hit window of the beginning of the note.

 

Same thing goes for pinch harmonics with sustain or sustain as vibrato, they all get registered.

 

I guess that its a intonation problem or maybe the strings to be too much banged up or the cheap qualitly of the guitar or playing with a bad technique or whatever......it could be everything.

I took a quick look at the code, and it seems to be in order, but im not 100% sure.  having not been home for more than a hour a day (besides sleep) in the last few months, so not much time to keep caught up.  i would have to poke around with some hex editing to see for sure, as for the values used, we only have the xmls, or if someone wants to hex edit the decrypted sng of any official songs that have values.  IF (and thats a big IF) i get a day off soon, i might take a closer look if its still an issue. 

I guess I'll just leave the harmonic sustains as-authored for now.Back in the vibrato speed thread, it's starting to look like the toolkit may not be writing these values quite right, editing the vibrato speed in the XML hasn't allowed people to see any difference. Could any of the developers check into this?

 

 

I took a quick look at the code, and it seems to be in order, but im not 100% sure.  having not been home for more than a hour a day (besides sleep) in the last few months, so not much time to keep caught up.  i would have to poke around with some hex editing to see for sure, as for the values used, we only have the xmls, or if someone wants to hex edit the decrypted sng of any official songs that have values.  IF (and thats a big IF) i get a day off soon, i might take a closer look if its still an issue. 

 

The issue is now on github

We are opensource project and we don't want to hurt any of our users, you can compile it by yourself if you want and read all code for risky actions. you probably got false alarm on our product, you can use  online service like https://www.virustotal.com/ for free antivirus analys.

 

I guess I'll just leave the harmonic sustains as-authored for now.Back in the vibrato speed thread, it's starting to look like the toolkit may not be writing these values quite right, editing the vibrato speed in the XML hasn't allowed people to see any difference. Could any of the developers check into this?

 

 

I took a quick look at the code, and it seems to be in order, but im not 100% sure.  having not been home for more than a hour a day (besides sleep) in the last few months, so not much time to keep caught up.  i would have to poke around with some hex editing to see for sure, as for the values used, we only have the xmls, or if someone wants to hex edit the decrypted sng of any official songs that have values.  IF (and thats a big IF) i get a day off soon, i might take a closer look if its still an issue. 

 

The issue is now on github

 

https://www.youtube....h?v=O4hRKUiiUjc

watching the video about the technique, and looking through what we have, i dont believe the game uses the value. any non-zero number will result in the vibrato. it might be reserved for a future upgrade. the camera angle, makes it LOOK like some are more "zig-zag"-ey than others, but its not.im going to do one more check, then close the issue. the narrator specifically that "the speed of vibrato is a matter of personal choice

Hey guys, just a suggestion:

 

Can you put the download link to the toolkit more to the top of the post in your site? Right now people have to scroll down like a ton of pages, release notes and such. Heck, even condensing the change log to only the changes since the last release would be a huge saver in scrolling. Or perhaps putting all that in a quote tag that only unfolds when you click on it.

Oh. I meant more like: linking to the download AND also a link to the release notes in the first post of this thread.

 

Kinda like how rscustoms.net has a big download button that goes right to the zip file.

@@bob64, use first link at first post to access our builds site, you can DL "Stable" or "Unstable(last beta)" version of the toolkit from there.You don't need to read changelog actually, using "last beta" you can get Updates directly through application(works great at windows 7).Your suggestion remove our dev history unacceptable, follow my recommendations written above.

@@Alex360

oh i meant the download link in the first post. It should point to the download, as opposed to the release notes.

 

I had later realized (after I had posted my 2nd post) that the main toolkit site had a link that directly linked to the download and was in the middle of editing the 2nd post when you posted.

 

But before I realized that, the average reader or person wanting to update would read the first post, click on download, which points to https://github.com/rscustom/rocksmith-custom-song-toolkit/releases, and get flooded with the complete history of the toolkit- when all they looking for is the download. I'm not asking you guys to remove the release notes. Now that I know the source of my frustration I am suggesting that you add release notes as a separate link in the first post. And changing download to point to http://www.rscustom.net/builds/latest.zip See where I'm coming from now?

 

I do, however, maintain my suggestion that the release notes only show changes since the last release, with an option to "expand" any notes prior to the last release, to condense the post and keep things from being overbearingly long. But I really don't too much about it since I actually know where to find the download without hitting the release notes. I do hope you guys do start condensing when you reach release 10 or something, because most of that information on that page will be needlessly repeated over and over.

 

 

 

Your suggestion remove our dev history unacceptable, follow my recommendations written above.

 

Wow. I'm not sure what I even said in my 2nd post before I edited it, but man does your response really rub me the wrong way. Granted, I get where your coming from or what it seemed that I was suggesting based on what I thought the download link was taking me. But wow. Try to understand why I'd even say what I did a bit more? Turns out this is just a misunderstanding but wow.

@@bob64, I see you are a Mac user, but, you should just write something like you did in 3rd post but in your 1st post, now I can clearly see what you asking for and where you want to apply changes, please keep things going like that.We have wrong link to DL I'll change that to our release site instead that internal github page,Thank you for your time you spent on this "issue", have a nice day :)

Hindsite is 20/20. I thought all download links went to the release notes page at first. I can't write what the problem is if I don't fully understand it. I only started scratching my head trying to figure out where the loose nut was after I read fabiano's reply.

 

And no. I use a PC. I know what your getting at though, I'm not retarded - it just so happens that i'm a bit slow at 4am (I'm on the east coast), but I do appreciate your help in clearing this "issue" up.

Also the "Download Rocksmith Toolkit" subforum link also goes to the release notes.

  • Developer

hi fabiosan thanks for this new version, in this one there is the inlay creator how it works? In the old inlay creator I remembered that I chose the directory of the game and after the program automatically applied the new inlays. In this new version there is only a "Generate" button that saves a file, I don't know how to use this file...

After you click "Generate", your custom guitar inlay package will be save to the "cgm" folder which is located in the root CSC Toolkit folder if you did not specified a "Rocksmith 2014 path" in the new Configuration toolbar. You will need to manually copy the *.psarc file(s) to the RS2014/dlc/Inlays folder.

 

Tutorials and help for the new Inlay Creator feature can be found here. Be sure to check out the Q&A for the full answer to your question.

 

There is also a new tutorial for how to prepare your own inlay template artwork files.

Are you tired of AV False Positives???  Now accepting donations on my website (Click Here)  Your donation will be used towards buying a code signing certificate.   CGT is now compatible and safe to use with Rocksmith® 2014 Remastered ... 

 

Latest Build of Custom Game Toolkit (CGT) w/ Game Save Gigbox       Latest Build of Rocksmith Toolkit       Latest Build of Customs Forge Song Manager (CFSM)

 

All bug reports and help requests please include your: OS, CPU, AV, .NET Framework versions along with a description of the issue (include screenshots of error if possible).  It should go without having to say ... make sure you are using the latest build before submitting bug reports or asking for help.

 

*  Remember to use your magic words (please and thank you) if you would like a response.  Don't use phrases like 'thanks anyhow' as it is demeaning.

Hi,

 

I am trying to convert some of the steam or MAC customs to PS3. I am getting thread exceptions when I do this. The files are created without error if I output to XBOX or PC, but everytime I try PS3 as output I get an exception. I have installed Java JDK and I am running all apps as administrator.

 

I am currently on Windows 7, but also got thread exception on mac (without understanding why).

 

Can someone give some input?

 

Thanks,Rick

 

 

Log from latest stable on Windows 7:

 

 

C:Usersrjl032Downloadsmaster-2.6.0.0-4174fc7b3141> Void EncryptPS3EdatFiles(System.String, RocksmithToolkitLib.Platform)    at RocksmithToolkitLib.DLCPackage.DLCPackageCreator.EncryptPS3EdatFiles(String songFileName, Platform platform) in c:buildRocksmithToolkitLibDLCPackageDLCPackageCreator.cs:line 280
   at RocksmithToolkitLib.DLCPackage.DLCPackageCreator.Generate(String packagePath, DLCPackageData info, Platform platform, DLCPackageType dlcType) in c:buildRocksmithToolkitLibDLCPackageDLCPackageCreator.cs:line 151
   at RocksmithToolkitLib.DLCPackage.DLCPackageConverter.ConvertPackageRebuilding(String unpackedDir, String targetFileName, Platform targetPlatform, String appId) in c:buildRocksmithToolkitLibDLCPackageDLCPackageConverter.cs:line 116
   at RocksmithToolkitLib.DLCPackage.DLCPackageConverter.Convert(String sourcePackage, Platform sourcePlatform, Platform targetPlatform, String appId) in c:buildRocksmithToolkitLibDLCPackageDLCPackageConverter.cs:line 46
   at RocksmithToolkitGUI.DLCConverter.DLCConverter.convertButton_Click(Object sender, EventArgs e) in c:buildRocksmithTookitGUIDLCConverterDLCConverter.cs:line 162
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) System.InvalidOperationException: Rebuilder error, please check if .edat files are created correctly and see output bellow:
 
 
C:Usersrjl032Downloadsmaster-2.6.0.0-4174fc7b3141>rebuilder.exe  0<ps3_encrypt.config 

 

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===============================================================================
 
C:Usersrjl032Downloadsmaster-2.6.0.0-4174fc7b3141>
   at RocksmithToolkitLib.DLCPackage.DLCPackageCreator.EncryptPS3EdatFiles(String songFileName, Platform platform) in c:buildRocksmithToolkitLibDLCPackageDLCPackageCreator.cs:line 280
   at RocksmithToolkitLib.DLCPackage.DLCPackageCreator.Generate(String packagePath, DLCPackageData info, Platform platform, DLCPackageType dlcType) in c:buildRocksmithToolkitLibDLCPackageDLCPackageCreator.cs:line 151
   at RocksmithToolkitLib.DLCPackage.DLCPackageConverter.ConvertPackageRebuilding(String unpackedDir, String targetFileName, Platform targetPlatform, String appId) in c:buildRocksmithToolkitLibDLCPackageDLCPackageConverter.cs:line 116
   at RocksmithToolkitLib.DLCPackage.DLCPackageConverter.Convert(String sourcePackage, Platform sourcePlatform, Platform targetPlatform, String appId) in c:buildRocksmithToolkitLibDLCPackageDLCPackageConverter.cs:line 46
   at RocksmithToolkitGUI.DLCConverter.DLCConverter.convertButton_Click(Object sender, EventArgs e) in c:buildRocksmithTookitGUIDLCConverterDLCConverter.cs:line 162
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

@@rick78, you JDK must be x32 bit  and you can try use last beta if you already got x32 JDK, please try last beta(you can grab it from mine sig, its for windows) and report again, please hide logs to

tag :)

Thank you Alex360.

 

No more thread exceptions are occurring. I have made some conversions and will test the files on PS3 soon.

 

Regards,Rick

@@rick78, I'm planing to rewrite those code from java to C# and when I'll finish I'd like to test it on real PS3...(when I'll finish it - I don't know xD)

Just let me know.

I am real new to this custom stuff, but I understand how to get the files in and they have been showing up (if they were created for the PS3). I will test the conversions tonight.

Eventually, I want to try to make some of my own customs (Danish rock music), but have not attempted that yet.

 

Rick

Update for PS3 conversions: The conversions worked for me on my PS3.

 

Thank you for making this cool tool!

 

Regards,Rick

I may have missed something, but apparently simply repacking a custom with the latest version of Custom Song Toolkit alone doesn't fix the tone crashing issue? At least it didn't for me. Default tone appears on the Tone field in the toolkit, but in-game the tone still stucks on default after starting the song in question. Ticking the "Prevent tone change" boxes in any of the added arrangements didn't help.

THat's because the toolkit imports the tone from the package, and does not modify it. So if the imported song has a tone named "default", you can bet your ass that the tone is "empty". Select it and click on edit/change or whatever the button is called. Now change the tone. And then repack.

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