Magma: C3 Roks Edition v3.3.2 [07/28/15]
- This topic has 697 replies, 6 voices, and was last updated 1 year, 8 months ago by fungusDig.
-
AuthorPosts
-
January 20, 2014 at 3:55 pm #412560
I finally got Magma C3 working, but when I try to build a file, it shows me this error:
Could not load file or assembly “NAudio, Version=1.6.0.0.
January 20, 2014 at 3:57 pm #412561Because you’re not doing what you’re told. I don’t know how to explain to you the concept of extracting files…have you tried Googling how to extract files?
January 20, 2014 at 6:12 pm #412568Since evidently RAR files are too complicated, let’s try something else. I have created an installer for Magma: C3 and re-worked the installation instructions in the OP.
If this isn’t clear and easy enough now, I give up.
February 7, 2014 at 6:23 pm #413678Back for a split second to bring you the best quality album art you’ve ever seen in a custom or official song (that’s right…).
v2.1.8
- Added ability to read and create higher quality *.png_xbox files for superb album art quality (see tutorial on our forums' Magma: C3 Roks Edition thread)
- Fixed small bug that would ask twice if you were sure you wanted to exit if you had unsaved changes
HOW TO GET EXCEPTIONAL ALBUM ART QUALITY IN YOUR CUSTOMS
First, forget everything you know or you think you know you need to optimize your album art quality. It’s gone. Bam. Ready?
1. Start by getting a 512×512 image or larger. You can resize it and/or crop it in Photoshop/Paint.NET if you want, but Magma will do so now without any image quality loss, but obviously if you feed it a rectangular image it’ll look squished since Magma will turn it into a square. If it’s already a square 512×512 or bigger, that’s good. No need to bother resizing it first. This image can be almost any format (jpg/png/tif/tga/bmp/dds/gif)
2. Copy/paste that image file to your project folder. If there is any *.png_xbox image there at the moment, delete it.
3. Drag and drop that image on the album art section of Magma. It will create a *.png_xbox image in that folder, as well as create a 256×256 *.bmp (required for MagmaCompiler)
4. Ensure that under Options -> Advanced Settings -> Override album art is checked (it is by default)
5. Profit
If you want to understand what’s going on behind the scenes, read below
Technical stuff
Prior customs (ALL official/RBN except for “Abnormality – Visions”) album art used 256×256 textures = low resolution. Now we’re working with 512×512 for twice the resolution and (do the math) 4x the image data.
Prior customs (and about 99% of official/RBN) album art used DXT1 textures = very lossy, 4bpp files with limited image data. Now we’re working with DXT5 files, which are 8bpp and virtually a 1:1 image quality retention. Of all DLC, about 25 songs used DXT5 compression, among them the Spinal Tap album and a couple of Nickelback songs.
Now let’s do some math. The following are the file sizes so you can see how much more image data we’re now keeping:
256×256 DXT1 (official album art, prior customs): ~43KB
256×256 DXT5 (about 25 official songs): ~86KB (1x resolution, 2x the quality data, 2x total image data)
512×512 DXT1 (only observed in Abnormality – Visions): ~172KB (2x resolution, 1x quality data, 4x total image data)
512×512 DXT5 (new customs going forward): ~342KB (2x resolution, 2x quality data, 8x total image data)
This means that the album art image we’re creating is higher quality than any existing album art file in Rock Band (side note: but it’s the same quality as HMX used in GH2 – go figure)
There is no need to worry though, RB3’s engine supports textures up to 2048×2048 DXT5 (a whopping 5.33MB per image), and that’s where I stopped, it may support larger images, so this makes no change in performance or stability but greatly increases album art quality.
If you were doing the whole “create DDS image for better quality” thing… that’s no longer necessary. That was caused by the DXT1 compression we were relying on. Using nVidia’s compression tool (nvcompress.exe in the /bin folder) and the DXT5 compression, output images are virtually 1:1 with input. So just make sure to feed it a high quality image and you’re good.
If you want to see bigger textures at play, you can change the resolution of the image created under Options -> ADVANCED SETTINGS -> Album art dimensions and choose between 256×256, 512×512, 1024×1024 and 2048×2048
February 8, 2014 at 2:45 am #413721I dont know why but after downloading this newest version of Magma I get an error that my Album Art is Invalid.
When I drop album art into Magma it doesnt create a png_xbox image. I followed the exact steps above me to get rid of the older album art for my current project.
February 8, 2014 at 3:03 am #413723Are you following the instructions on the post right before yours?
February 8, 2014 at 3:14 am #413724Yes, I even tried using the old album art that worked before but I get the same error. I’m throwing all sorts of jpg’s at it and its giving me the same error. The only image that is working for me is the default.bmp C3 image. I even tried resizing an album cover manually to 256X256 and Magma still rejects it.
February 8, 2014 at 3:57 am #413727Then I must have messed up something…but it worked on my end…ahhh
February 8, 2014 at 4:05 am #413728Its ok because I used the album art converter from the C3 Cons Tool and now I have my album art for Magma.
February 9, 2014 at 2:38 am #413756There you go, tiny update to fix that stupid mistake. One misplaced ) in the code
v2.1.8b
- Fixed bug that would prevent compilation of song introduced in v2.1.8
February 10, 2014 at 2:23 am #413805So, I know that a fix for this issue is very slim. But I figure I’d post it anyway. If you have a song longer than 10 minutes, and make the preview time anything bigger than 9:30.000, Magma will automatically change it back to 9:30.000 on next load.
Now if you compile while the preview time still shows a number larger than 9:30 it’ll compile just fine, and the preview will show up at the right time. When you save the project, the .c3 even says the correct preview time
It’s only when Magma loads the project again where it changes back to 9:30.
Not a huge deal if it doesn’t get fixed, I’ll just have to remember to set the correct preview time when compiling.
Just thought I’d mention it ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
February 15, 2014 at 9:28 pm #414131This post is not a bug but rather looking for some help about vocal animation auto generating with Magma. When I create a custom Magma seems to do a great job with auto generating animations for drums, guitar, bass but when it comes to vocals it just seems to skip that instrument every time. How do I get Magma to not skip auto generating vocal animations? I assume maybe I need to actually put in text events into the vocal chart or something.
February 16, 2014 at 12:32 am #414152This post is not a bug but rather looking for some help about vocal animation auto generating with Magma. When I create a custom Magma seems to do a great job with auto generating animations for drums, guitar, bass but when it comes to vocals it just seems to skip that instrument every time. How do I get Magma to not skip auto generating vocal animations? I assume maybe I need to actually put in text events into the vocal chart or something.[play] and [idle]. The occasional [mellow] or [intense].
But mostly… dryvox.
February 16, 2014 at 1:08 am #414156Do I place a [play] and [idle] text event before and after each phrase marker?
February 16, 2014 at 1:45 pm #414174Do I place a [play] and [idle] text event before and after each phrase marker?Not usually. I only do it if the gap is more than 5 seconds or so.
-
AuthorPosts
- You must be logged in to reply to this topic.