Problems with first drum chart
Tagged: cialis soft tabs sublingual
- This topic has 9 replies, 5 voices, and was last updated 5 years, 9 months ago by raynebc.
-
AuthorPosts
-
March 18, 2019 at 8:52 pm #396837
I finally have made my first drum chart! But before I plan to officially release it, I’d like to ask for help from you guys. I charted the whole song on drums but I can’t figure out how to put cymbal notes in for pro drums. I can’t figure out how to use Reaper and the tutorials make it even more confusing >_< What I did was chart it in Moonscraper, then import it to EoF to export it more properly than a .chart file lol.
Another thing I’d like help with is to add a drum lane for 2 parts (Really fast snare roll), I’m pretty sure it’d be impossible to FC without it xD
If anyone would like to point me to any chart errors as well that’d be nice. I am still new to this after all! I tested the chart a couple times in Phase Shift, so if anyone would like to do it that way too, it’s all ready to go on there! Idk if I should upload a zip of it here or in a private conversation so I’ll wait until somebody replies… thanks in advance to anyone who helps me! ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />
March 18, 2019 at 10:02 pm #503917You may find the RBN docs and farottone’s customs tutorial helpful, if you haven’t looked at them already. The sections on drum authoring talb about which MIDI notes are used for tom markers and roll markers.
Note that I’m assuming you have basic knowledge of how a MIDI editor works, at least for the purpose of creating rhythm game charts. You don’t have to use REAPER if you’re already comfortable using another editor, but you do have to be familiar with MIDI note values and how most editors use stripes or “tubes” to represent how long a given note is.
Yellow, blue and green notes are displayed by the game as cymbals by default, so you don’t have to do anything other than author the notes themselves. If you’re asking how to make the game display those colors as tom notes, you need to add a MIDI note of the right tom-marker value that covers (starts before or at the same time, and stops after or at the same time as) the notes you want displayed as toms.
Rolls are charted the same way. Add a roll-marker note to the chart that starts at the same time as the roll’s first drum note, and then covers all the drum notes in the roll.
I haven’t used Moonscraper or EoF myself, so somebody more familiar with those tools may be able to give more specific answers on how to add tom and roll markers using those tools, if that is supported. Otherwise, hope this helps!
March 18, 2019 at 10:16 pm #503918Well Moonscraper and EoF are much more visual, you place notes on a highway like in-game, rather than a piano roll. To tell you, I’m a novice but I do work with MIDI often, but I use Mixcraft. Would that do the trick? If so, that’d be nice, but I have no idea which keys correspond with the game/chart ” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />
March 18, 2019 at 11:54 pm #503920Gotcha. I believe I understand now what you were asking about the cymbals. The short answer is you’ll probably get a better answer on the FoF forum, or wherever EoF users typically hang out. The longer answer is, EoF may not have support for RB3’s pro-drum enhancements, and if that’s the case, there really won’t be any way to turn drums/toms into cymbals. The funny thing will be, if EoF produces a regular drum chart and then you play it in RB3’s pro mode, you’ll see all your yellows, blues and greens as cymbals anyway! But then nothing will be toms so you’ll still have the opposite problem.
If Mixcraft has at least a half-decent MIDI editor that lets you add names or other notes to each MIDI note value (this would be for your own sanity), then it should be fine. You’ll just have to make sure your resulting MIDI file strictly adheres to the RB3 standard, without anything extra that some MIDI editors like to sneak in sometimes. Otherwise the RB3 package compiler (Magma) will pitch all kinds of fits. There are templates for REAPER that make a lot of that pain go away.
If Mixcraft lets you import existing MIDI files, C3 CON Tools has a tool to extract MIDIs out of existing RB3 packages, so you can see what other game charts look like. This would help you get an idea of what notes go where, not only for toms and roll markers but also for the basic game notes themselves.
March 19, 2019 at 12:32 am #503921This is very helpful! I really appreciate this a lot! :> To tell you tho, no you cannot label keys on the MIDI editor on Mixcraft. Also from the looks of it, the notes on the editor on Mixcraft appear to be a little higher, such as D7 being the yellow cymbal, not the yellow pad. It doesn’t help that in the tutorial pdf the notes you’d need to know are numbered lol
March 19, 2019 at 12:42 am #503922March 19, 2019 at 3:51 am #503924I plan to mainly release my charts for Phase Shift, but if I could figure out Magma I’d do that too
March 19, 2019 at 4:01 am #503925Magma’s not too hard to figure out. Here’s a video Nemo made explaining how everything works. After that, it’s basically just remembering to do certain things and learning how to read the error messages you get. If you planned to mainly release for Phase Shift, you could still do that with REAPER. You’d just make a RB3 version and use the Phase Shift Converter in CON Tools.
March 19, 2019 at 4:29 pm #503932If you planned to mainly release for Phase Shift, you could still do that with REAPER. You’d just make a RB3 version and use the Phase Shift Converter in CON Tools.
An even easier way from REAPER is to export the EVENTS track and the instrument tracks you’ve charted, then render the song audio as an OGG Vorbis file, then get a song.ini from any song and fill it with the correct information for your song. Put it all in a folder, and you have a song for Phase Shift.
March 19, 2019 at 6:37 pm #503940EOF has supported RB3 pro drum notation for 8+ years. It primarily uses a piano roll as the interface for adding/editing notes.
-
AuthorPosts
- You must be logged in to reply to this topic.