Create Your Own Guitar Lessons
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RocksmithCustomSongToolkit-v1.1.5.2
It is with great pleasure that I notice that's a new version of the toolkit release out and now with FULLY support for custom songs creation for XBox 360 with TONES.
Thanks to everyone who participated in this latest venture and helped build this version as Snakez, Maveth, Cgeorg, Raynebc and SPECIAL THANKS for NEO and MOUS they had a hard work testing the changes we made, comparing files, discovering problems, researching and ending with the discovery of the last problem by NEO.
THANK ALL VERY MUCH !!!
CHANGES INCLUDE:
NEW IN 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.
NEW IN 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.
NEW IN 1.1.5.0:
* Added function to convert Wwise/Rocksmith OGG format to OGG default readable by EoF and players.
NEW IN 1.1.4.4:
* Fixed problem when XBox 360 packages are generated with double size.
NEW IN 1.1.4.3:
* Fixed the volume value don't load from DLC saved data.
NEW IN 1.1.4.2:
* Fixed "Tone Import" on packed song.
NEW IN 1.1.4.1:
* Fixed "Packer/Unpacker" > "Update App Id" function.
NEW IN 1.1.4.0:
* Packer/Unpacker now supports XBox360.
NEW IN 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).
NEW IN 1.1.3.0:
* Fixed tone bug in XBox360 packages;
* Enabled XBox360 tone;
* Fixed MasterID for consoles;
* Removed tone reference in vocal arrangement.
NEW IN 1.1.2.4:
* Delete temp generated SNG files when generate packages;
* Fix bass hopo technique and bass chord density.
NEW IN 1.1.2.3:
* New APP ID;
* Fixed problem when edit an arrangement and try load information from XML chart.
NEW IN 1.1.2.2:
* Fixed tone not saving when loaded.
NEW IN 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.
NEW IN 1.1.2.0:
* Automatically populate some fields information from the arrangement XML chart.
NEW IN 1.1.1.6:
* Allow multiple Bass arrangement in song.
NEW IN 1.1.1.5:
* Fixed tone changes not saved when name don't changed.
NEW IN 1.1.1.4:
* Fixed a bug when try to generate a package that has no vocals arrangement.
NEW IN 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.
NEW IN 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.
NEW IN 1.1.1.1:
* Fixed Packer/Unpacker display position.
NEW IN 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.Last edited by fabianosan (2013-04-12 19:31:02)
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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Oh, Great for Xbox User!
Last edited by RSBass (2013-02-08 06:14:12)
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Thanks RSBass, please remove your link, I updated the link in topic description.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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Great Job man!
Congratulations and thank you
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Thanks RSBass, please remove your link, I updated the link in topic description.
No Problem, your welcome!
The Link is gone, thanks!
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I noticed that attempting to build a package in 1.1.1.3 without a vocal track will cause an unhandled exception "Index was outside the bounds of the array."
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Ok, I'll see.
EDIT: Fixed, thanks!
Last edited by fabianosan (2013-02-12 06:52:27)
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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fabianosan check the development discussion. There is a problem.
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Fixed, thanks!
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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Very nice fabianosan. 1.1.1.5 is perfect for PC customs now. When the XBox 360 custom guitar tones get all sorted out. The Toolkit will be perfect for Xbox too.
My little contribution of programming:
* 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;
I hope will help to end some of the noobie confusion as to which settings are needed and what not.
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Yep, these changes have you done I was thinking of doing them, but they ended up rolling to give focus to the corrections for XBox.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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I'm working now on a "Old DLC fix" that will help users to remake old custom songs to they have the same features as the newer custom songs, like: Audio preview, Associated techniques, Fix arrangement names, like Bass no stay Bass 2 or Bass 3 for example, etc.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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Awesome fabianosan. I had that idea a little while ago, but wasn't sure how hard it would be to implement.
It would also be nice to be able to add custom tones to old DLC's as well. Probably just would require the change of the tone manifest in the packaged .dat
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One suggestion I'd love to see is the ability to move arrangements up and down in the list. Perhaps a default bass tone since I imagine using the guitar tone for the bass on an actual bass sounds like garbage, otherwise the game uses the emulated bass tone.
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It's not necessary, it makes no difference to the toolkit or for the game the order of the arrangements, especially for the bass that only has an arrangement.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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I guess that was changed recently? I don't keep up with each change but I remember issues when Vocals weren't the last, and I guess the naming issue was fixed in 1.1.1.2. All right then.
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Yeah arrangement order doesn't matter. That was all fixed Aquilae.
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I'm having problems with getting bass hammer-ons to show up using the new kit... Guitar shows fine but bass won't.
Last edited by Glen (2013-02-12 17:01:51)
No time to make many customs anymore ![]()
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Glen,
What's problem?
It's a really problem of toolkit or a EoF XML exporter problem?
Toolkit don't set up anything of song XML chart, only associated techniques, and set up is in manifest.
Can you describe your problem to we see if can help?
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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I have a riff where it goes 5^6005^6000 etc and the ^ hammer-on isn't showing up in-game. In the xml the hammer-on is indicating a 1, which means the eof is exporting it correctly, and with an older kit the hammer-on shows, but with the new one it's just two regular notes with no hammer-on indicated. I've switched them all to slides anyway, but I'd thought I'd let you know that I think there's a problem. It could be something to do with the sng file conversion.
Last edited by Glen (2013-02-12 17:47:15)
No time to make many customs anymore ![]()
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Another suggestion I have is regarding the tone creation. Would it be possible to re-arrange the knob settings to match the order used by Rocksmith? Some are not laid out intuitively and it makes jotting down tones from the game and putting them into the editor a bit of a pain. This is especially true with the EQ pedals where they are arranged like 1600hz, 3200hz, 6400hz, 100hz, 200hz, 400hz, etc.
Also a naming issue regarding the microphone types. In-game these are labeled Condenser, Ribbon, and Dynamic. The Tone creator lists these as Condenser, 57, and Tube. I'm not sure which of those last two is which.
I also noticed that under Cabinets there are two Fasser 2X12 57 Back, I imagine one should be Fasser 2X12 57 Edge.
I understand that this is a bit of a nitpick and not a major issue.
Though I did have an issue where as far as I can tell the name of my tone was preventing the song from loading in-game. The tone worked fine while it was named "Default" and renaming the tone to "Sympathy" would cause the file to fail in-game. I went down the list changing everything about the tone and re-built it a number of times but the issue was the name all along. Renaming the tone to "Sympathy Rhythm" works fine. Any idea why the tone name would cause that, especially one that isn't a bunch of characters or numbers?
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Aquilae I agree with your suggestions. I was thinking of fixing the first 3 things your talking about days ago. Although the issue you have with a tone preventing your song from loading in-game, I'm not sure what would cause that.
By the way, 57 is Dynamic (Stands for Shure SM57 Dynamic Mic) and Tube is Ribbon (Tube Ribbon Microphone). It must have been on of the early Toolkit developers that decided on this name scheme. You'd think they would just name it like the game though...
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This name scheme It's the closest thing that gets recorded in manifest.
It is the best way because it needs to transform the information to write to the manifest, just save.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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I have a riff where it goes 5^6005^6000 etc and the ^ hammer-on isn't showing up in-game. In the xml the hammer-on is indicating a 1, which means the eof is exporting it correctly, and with an older kit the hammer-on shows, but with the new one it's just two regular notes with no hammer-on indicated. I've switched them all to slides anyway, but I'd thought I'd let you know that I think there's a problem. It could be something to do with the sng file conversion.
Can you create a issue on google project?
Because Chris (cgoerg) that's works on sng creating.
I believe that's problem it's here.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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Not sure if it's cool to suggest here or not...
It would be cool to be able to import the whole package with existing info filled in and checkmarks already checked so we can just import and export to fix the previews without messing with the existing creation.
Or make the update button do this fix as well as patch the ID?
Or both.
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Not sure if it's cool to suggest here or not...
It would be cool to be able to import the whole package with existing info filled in and checkmarks already checked so we can just import and export to fix the previews without messing with the existing creation.
Or make the update button do this fix as well as patch the ID?
Or both.
Path packages with existing ID already exists in toolkit.
Fix old DLC packages we working on this, to make old packages to have audio preview, associated techniques, etc.
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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Ya i ment making the ID patch button also fix the previews.
And having an import that populates all fields and tones ect... in DLC Package Creator., not just the tones.
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Can the toolkit be made to accept either the XML file or the compiled SNG file? By taking the SNG file, I assume that the toolkit wouldn't need the user to manually enter some of the song information, the tuning, etc. right?
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The SNG gives no more to be accepted, because the multiplatform concept now requires it to be generated at runtime to not confuse the user.
About XML, it has a lot of information that could be accepted by the toolkit that could be used to automatically populate some fields of song and arrangement, but the EOF only export the song name (see bellow informations that has in XML chart that EoF don't exports)
And honestly I see no advantage in the toolkit use such information, even though the EOF export xml chart in all of them, because if you do not inform the toolkit, which will inform the EOF then best left the way it is he telling the toolkit .
This is my opinion.
Fields missing:
EoF exports:
<title>Alive</title>
<arrangement>Combo</arrangement>
<part>1</part>
<offset>-10.000</offset>
<songLength>351.945</songLength>
EoF Don't exports:
<wavefilepath>C:\p4\Audio\NoteEditor\Songs\DLC\Alive\Audio\Alive_FullMix_10.wav</wavefilepath>
<internalName>Alive</internalName>
<startBeat>0.000</startBeat>
<averageTempo>120.000</averageTempo>
<tuning string0="0" string1="0" string2="0" string3="0" string4="0" string5="0" />
<artistName>Pearl Jam</artistName>
<albumName>Ten</albumName>
<albumYear>1991</albumYear>
<albumArt></albumArt>
<arrangementProperties represent="1" standardTuning="1" nonStandardChords="1" barreChords="1" powerChords="1" dropDPower="0" openChords="1" fingerPicking="0" pickDirection="0" doubleStops="1" palmMutes="1" harmonics="0" pinchHarmonics="0" hopo="1" tremolo="0" slides="1" unpitchedSlides="0" bends="1" tapping="0" vibrato="1" fretHandMutes="0" slapPop="0" twoFingerPicking="0" fifthsAndOctaves="1" syncopation="0" bassPick="0" />
I trade Borderlands 2 (activatable on steam) per Rocksmith (steam)
MY PROJECTS: http://forums.smithyanvil.com/viewtopic.php?id=1408
ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!
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If the toolkit supports those XML tags, I can implement all of them except for <wavefilepath> and <internalName> (since that depends on what the user ends up choosing for names). Are the string tunings given in the same order that the toolkit accepts over the command line? I could have it set several of the arrangementProperties attributes to nonzero, but some of them would still have to be user-set. I also don't know what these attributes mean:
represent
nonStandardChords (would this be any chord that doesn't have a chord name?)
dropDPower (just power chords in drop D tuning, I assume?)
openChords (is this for any chord that has open strings, or just specific ones?)
pickDirection (is this only for songs that have alternate picking?)
pinchHarmonics (is this even displayed in Rocksmith?)
unpitchedSlides
vibrato (is this even displayed in Rocksmith?)
fretHandMutes (should EOF set this to nonzero even if all such notes are left out of the XML?)
fifthsAndOctaves (how is a fifth different from a power chord?)
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