Magma: C3 Roks Edition v3.3.2 [07/28/15]
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September 14, 2013 at 8:03 am #406191Nope, you’re looking for RB3Maker if it’s a post RBN2.0 song, or RB2CON if it’s a RBN1.0 song.
Magma is to create the RBA using the audio stems and midi and all that. It also converts it to CON for you, but it won’t do it to an RBA you feed it. that’s RB3Maker ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
Ah! So wonderfully easy then. Thanks for the tip. Just tested a couple of RBA conversions in RB3!
September 21, 2013 at 9:36 pm #406598Just when I start thinking I have nothing else to add to Magma, more ideas come to mind. Here’s a well-deserved update. Hopefully fixes a few of the bugs I’ve been informed of and adds quite a few useful features.
v1.3.4
- Added ADVANCED options to override all files in the final CON: select the option under ADVANCED settings and any *.mogg, *.milo_xbox or *.png_xbox file in the same directory as the Magma (.rbproj) project will be replaced into the final CON. Since you're likely to have the original midi in the project directory, to override the MIDI name the new MIDI file "override.mid" and put that in the same directory as the Magma project. If you don't know what you would use these features for, please DO NOT USE THEM.
- Added option to add the correct drum mix events to your MIDI by default. If mix events are already present they are replaced. Enabled by default but can be disabled/enabled on a song-by-song basis. Strongly recommend leaving this enabled - no more drum mix headaches!
- Greatly improved the drum mix algorithm to more accurately find the correct drum mix
- Added ability to compile using special characters äëïöü
- Added Copy and Paste to the context menu for the audio files
- Enabled context menu on the Backing, Crowd and Dry Vocals text boxes
- Added "Wii conversion" option under 'Import CON/LIVE file" - Enable this and the settings will be set to the optimal values for the Wii (set Encoding Quality to 3, disable Crowd Audio, add "_wii" to the song id, populate the dry vox fields with blank files, and you get a button to send directly to the Wii Converter after the song is compiled) - The option persists so if you only use Magma to import and fix songs for Wii conversion, you don't have to re-select this option.
- Added ability to "Import DTA" / "Import CON/LIVE files" functions to read whether the song being imported had crowd audio and enable it in the importing process
- Added context menu to clear custom package thumbnail
- Added option to drag/drop image to custom thumbnail box
- Added "Zero" button for the Crowd Attenuation field
- Fixed bug where if you disabled keys in a song, the autogeneration of fake pro keys would still attempt to take place
- Changed some of the code to hopefully reduce the "can't access file because it is being used by another program" errors
- Added help messages to most of the menu options (just hover over it and it'll pop up)
- Fixed bug where saving Encoding Quality as 10 would be read back as Encoding Quality 1 when loading the project
- Fixed bug that would cause a crash when the RBA name contained the letter "v" in it
- Fixed other minor bugs and made various improvements to the code
Hopefully nothing breaks this time! ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />
September 21, 2013 at 9:41 pm #406599Not sure why but the encoding quality always goes back to 1 after I’ve either saved it at 10 (max) or just compiled a song
September 21, 2013 at 9:45 pm #406600I found a small issue so while I fix that i’ll take a look at that.
September 21, 2013 at 10:05 pm #406602And bam, fixed the small issue and the quality thing.
Keep in mind, using Encoding Quality 10 will generate some very large files with not so much quality gained. It’s there, just like everything else, for those that want to experiment, but don’t try a full multitrack song at quality 10 ” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />
September 22, 2013 at 5:47 am #406621Hey, I’m having trouble using Magma to build this song. I honestly clueless as to how I should use it. Any chance I can shoot the MIDI file to you to see what the problem is? Keep in mind that this is my first attempt at a custom.
Thanks
September 22, 2013 at 5:57 am #406622You can use this Magma just like the original Magma. Read the included README for some help.
If you’re getting errors when trying to build, read the errors. They tend to be pretty self-explanatory.
You can also post on the error log on here.
September 22, 2013 at 6:11 am #406623Cheers for the reply, I managed to fix some of the errors but now I’ve got some new ones that have popped up, I’ve tried to fix these but nothing’s worked yet!
September 22, 2013 at 6:47 pm #406654Thanks for the quick fix! How exactly does the quality value affect the .mogg?
September 22, 2013 at 6:53 pm #406655Thanks for the quick fix! How exactly does the quality value affect the .mogg?As you have noticed, Magma requires uncompressed wav files. The idea is that you start with .wav or another uncompressed format sent to you by the studio (remember, this was created for RBN), but you can’t release songs at 200MB each, so Harmonix relied on oggenc to encode the files to lossy ogg format. Ogg Vorbis allows you a bunch of quality settings, I think it’s something like -3 to 11 or something like that. I set the options between 1 and 10 and I think that’s also what you can do in Audacity. The original (and currently being used in RBN) quality is 3. Since we now can control it, I switched it to 5, for a small increase in quality and file size that is not too much bigger. You CAN go to 1, and have crappy sound, but perhaps that’s the only way to get a 45+ minute song on the Wii, for example. And you CAN go to 10 and have almost lossless quality audio on the Xbox, but if you have too many of those, we don’t know what could happen. Some have theorized the game engine will struggle. I’m not sure.
For a comparison, before this Magma: C3 came to be, doing 10+ minute songs was a mission. That mission involved creating your own multichannel ogg files in Audacity since Magma wouldn’t do it. I did that for Abbey Road Medley. At 16 minutes and full multitrack, it came in at a whopping 265MB or so for the mogg file at Quality 10. After Magma: C3 came into being, that same mogg was a more manageable 85MB at Quality 3.
If you start with an mp3 or other lossy format, you stand to gain very little, or nothing at all, from using Quality 10, so I would stick to the default 5.
September 22, 2013 at 7:01 pm #406656Ah ok thanks for the info. I’m not doing any multichannel stuff so I think I’ll keep it at 10 for songs where I have the original CD ripped to WAV. The file size hasn’t gone up much since I’m only using the backing track.
September 22, 2013 at 11:49 pm #406665Just wanted to let you know – I updated Magma C3, compiled a song at quality 10 and it ended up being about 10 MB bigger than before, even though I had been selecting quality 10 previously. Makes me think that it might have always been defaulting back to 5 no matter what. Seems to be working as intended now.
EDIT: Also another bug I believe – animation speed always defaults to medium for the autogen even when saving to slow or fast.
September 24, 2013 at 4:56 am #406715Small update.
v1.3.5
- Fixed bug where names with quotes in them would compile fine the first time around but second time would cause a compiler error
- Fixed bug where drum mix events would not always be saved to midi file
- Moved "Wii conversion" option to fix floating menu bug
EDIT: Also another bug I believe – animation speed always defaults to medium for the autogen even when saving to slow or fast.
Not sure I understand what you’re referring to. Magma allows you to change the animation speed that is used in game. That goes in your songs.dta file. The actual venue generation is done by MagmaCompiler, and as far I understand, there is nothing in the venue itself that tells you what speed it’s at. So, can you clarify?
September 24, 2013 at 4:00 pm #406729Sorry for the confusion – I was referring to the animation speed dropdown on the game data tab (which I assume is used for venue autogen). If you change it to ‘slow’ or ‘fast’ from the default ‘medium’ and save, it won’t remember the setting if you exit and reload the project. Nothing major just a small bug I thought I’d point out.
September 28, 2013 at 1:27 am #406925Magma: C3 Roks Edition v1.3.5
MIDI Compiler error (PART REAL_BASS): Real Guitar Chord does not end on the same note at 5:4:240
Is what this is telling me, is that all bass chords have to end at the same time as the guitar chords? If so,
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