Idea for authoring tool for venues

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  • #395023
    TheWay123
    Participant

      Hey guys, just thought up of an idea for a program that might make venue charting a breeze!

       

      How about a MIDI editor where you can add camera cuts, post-production FX and lighting events with video previews, using actual gameplay footage? You can import the .mid in REAPER after making the venue in the program.

       

      You could have 3 tracks: one for camera cuts, one for PP FX and one for lighting events. Each camera cut should have 1 video preview in the lowest BPM possible in RB3 so that we can speed it up based on the tempo of the .mid (I know there are multiple variations of the same cut, but having 1 streamlines it a bit), lighting and PP fadeouts/ins can be marked, plus some other ideas like that.

       

      I feel like this program can really help out authors who have never done venues before, and we might start to see venues as the standard for all customs if my idea ever comes to place.

       

      However, I understand that there might be problems with translating venue charting to a program, so just mention any issues you might have and I’ll try to think up of a solution for it if someone’s actually interested in programming something like this.

      One of the community managers and the main tournament organizer over at SpinShare. Also somewhat decent at charting for RB3 I think.

      #483689

      I can’t chart to save my life (even after reading all the guides) but having a GUI-esque tool for assisting with venues would be a great thing to have if I ever reached that part of the mid creation. I could see it helping teach me what does what, and how and where to place it (a lot better than doing a lot of reading and forgetting half of it as I work on it) and how each cue works so that I could eventually start doing it manually.

       

      At least in theory anyways.

       

      This might be pretty cool to see happen if it ever got picked up.

      #483694
      Ultimate_MANG0
      Participant

        THis would be amaizing if it could work! <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

        #483696
        samjjones
        Participant

          It is a good idea, and I wish you luck with it if it’s something that you’re going to do.

           

          It’s certainly easier to abstract out how a venue could *look* using visual cues and some kind of easy drag-and-drop GUI to stage them in-time with the music, instead of inserting text cues into the “Venue” midi track.

          #483697
          samjjones
          Participant

            I can’t chart to save my life (even after reading all the guides) but having a GUI-esque tool for assisting with venues would be a great thing to have if I ever reached that part of the mid creation. I could see it helping teach me what does what, and how and where to place it (a lot better than doing a lot of reading and forgetting half of it as I work on it) and how each cue works so that I could eventually start doing it manually.

             

            At least in theory anyways.

             

            This might be pretty cool to see happen if it ever got picked up.

             

            I agree that the documentation on venues is comprehensive, but it’s almost “paralysis by analysis” just due to the overwhelming amount of options that HMX provided…and it *is* a little difficult for newbies to figure out what certain effects actually “look like” in game unless you trial-and-error some effects into a midi and build a con to load into the game to test.

             

            As a player…I will say that a great venue can really elevate a great custom song into a tremendous Rock Band experience. But a great venue can’t save a crappy chart no matter what! <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />

            #483702
            MrPrezident
            Moderator

               

              it *is* a little difficult for newbies to figure out what certain effects actually “look like” in game unless you trial-and-error some effects into a midi and build a con to load into the game to test.

               

              Does this already exist or did you just come up with this idea? Why isn’t there a whole library of con files that showcase the venues ?

              Keeping the content Canadian since 2017!

              SomeOldGuys: https://db.c3universe.com/songs/all/__user/someoldguys
              MrPrezident: https://db.c3universe.com/songs/all/__user/MrPrezident

              #483760
              Seil
              Participant

                Does this already exist or did you just come up with this idea? Why isn’t there a whole library of con files that showcase the venues ?

                 

                I actually experimented with this a while back. You could have a custom for each combination of camera cut and lighting event. The post procs can be replicated with shaders (or else you’ll end up with thousands, if not tens of thousands of customs). Maybe camera cut variations aren’t so important, but some lighting events have keyframes which I definitely think should be implemented. So you’ll probably have a few hundred videos in the end.

                #483772
                StackOverflow0x
                Participant

                  Isn’t the problem with something like this also all the variance in camera cuts? Even if you could technically direct a venue just how you wanted, a lot is left to RNG in the end.

                  Even the most basic lighting and post-proc you can set in the venue varies by each stage, and would presumably affect every recorded camera cut.

                  It seems overwhelming at first, but a lot is learned by experience and knowing what does what. That’s how I learned. But then it’s also trivial to load up a modified venue through the Wii version on emulator. It takes about 2 minutes to go from Reaper to in-game if you really wanted to get it right and fast that way.

                  #483773
                  Ultimate_MANG0
                  Participant

                    Isn’t the problem with something like this also all the variance in camera cuts? Even if you could technically direct a venue just how you wanted, a lot is left to RNG in the end.

                     

                    It would still be nice having that generalization though. There’s a few times where Ive used the wrong directed cut, so it would be nice to see roughly what each one without having to build the con file each time

                    #483774
                    ghostbyob
                    Participant

                      if someone is interesed to make something about this, I can help to make 3D models for a “standard Venue” to the FX.

                      #483779
                      TheWay123
                      Participant

                        But then it’s also trivial to load up a modified venue through the Wii version on emulator. It takes about 2 minutes to go from Reaper to in-game if you really wanted to get it right and fast that way.

                         

                        Yeah, but the problem with Wii venues is that they’re severely downgraded from what they are on X360/PS3. Plus, Dolphin just crashes every time I use it, so I try not to use it to avoid the headache.

                        One of the community managers and the main tournament organizer over at SpinShare. Also somewhat decent at charting for RB3 I think.

                        #483780
                        TheWay123
                        Participant

                          I actually experimented with this a while back. You could have a custom for each combination of camera cut and lighting event. The post procs can be replicated with shaders (or else you’ll end up with thousands, if not tens of thousands of customs). Maybe camera cut variations aren’t so important, but some lighting events have keyframes which I definitely think should be implemented. So you’ll probably have a few hundred videos in the end.

                           

                          I was planning on keeping lighting and camera cuts separate, I feel like having a video for each combination would be overdoing it just a bit. The camera cuts should use a constant lighting, maybe [lighting_(verse)] or something.

                           

                          By the way, I’ve never had experience with programming anything, so things like this are far out of my reach. I just made this thread to share an idea I had and maybe spark some interest for a programmer to come along and make it for us <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />

                          One of the community managers and the main tournament organizer over at SpinShare. Also somewhat decent at charting for RB3 I think.

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