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help with fixing a chart


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#1 hardcoredrummer

hardcoredrummer
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Posted August 5, 2018 - 01:31 AM

Sorry guys if i should basically go through the whole tutorial for authoring from scratch. I did read it and dowloaded the programs.

 

I was curious I can't seem to find a tutorial on how to just take out a note or change a not from one colour to another etc.

 

Is there a simple way to take the con file and depack it alter the midi and repack?

Is there a tutorial on this by chance that I missed?

Is this something you guys are allowed to help with?

Thanks

 



#2 Whizzer

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Posted August 5, 2018 - 08:05 AM

You can use C3 CON Tools to extract a midi file. Simply drag and drop the song file in between the various buttons, then click the midi button and paste the file anywhere. Load that into REAPER and you can change notes as you wish. You'll also want to use the CustomTools and load color maps and note names, to make that easier and intuitive to do.

 

You can export your midi data and replace the original with yours and it should work in-game. You can't add instruments this way, only change existing ones.



#3 hardcoredrummer

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Posted August 5, 2018 - 04:17 PM

followed most of this...seems a bit more knowledge and direction is needed.

was curious do glitches happen often? I've been trying to fc bjork army of me on drums pro expert.

so when i don't play there is regular one hit green cymbals when the song goes from verse to chorus.

when i play there is a double hit green cymbal. i don't get why

i'm not sure it affects things but the author said it's a glich. is that something i or someone can check and take out or fix?

that's why i was asking. never seen gliches in songs before. at least not with the regular harmomix made tracks...

thanks guys



#4 Dash Riprock

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Posted August 5, 2018 - 05:34 PM

When you don't play, you don't collect overdrive, so there is no opportunity to activate fills sections. And this particular fill section is probably one note too long, which, when OD is sufficient, introduces a second (OD activation) crash.


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#5 hardcoredrummer

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Posted August 6, 2018 - 02:41 AM

oh that makes sense. are OD activation crashes normally programmed to be part of the song or is it always an extra note? i have the feeling that it's an extra note in a bunch of customs. never seen this in a harmonix chart...also can you still fc the song with only hitting it once? or do do you have to hit it both times? 



#6 hardcoredrummer

hardcoredrummer
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Posted October 6, 2018 - 11:09 PM

sorry i turn off drum fills. not sure i mentioned that. personally i don't like making up fills for the overdrive. not because it's not fun but for me it's not part of the song i rather just keep playing the song. that's fun for me. that and guitar hero didn't do it and i first played that game before rock band....

 

so other than the glitches or being one note too long i assume the timing of the crash is because they are putting in artificial rolls to activate it correct?

 

the other thing i've noticed and perhaps you can shine a light on it was that when the green crash comes up. the rest of the song stops like it's just a green cymbal in a gap which again kind of ruins the tempo the song. not all songs are like this as mentioned in our earlier conversation but i'm noticing a bunch of more simple songs are doing this. i'm talking  when consistent hi hats or bass drum is being played. just everything stops for that one green out of place....odd then goes back to the song. almost like you are putting in your own fill breaking the song up and then going back to how it's suppose to be played. only thing is it's turned off and just the ones cymbal activator shows up and breaks the songs up. I don't think harmonix did this to my knowledge. i have so many songs now i'd have to try to find one that is part of rock band 3 etc. to see if theirs is flawless which i'd assume so...



#7 Oddbrother

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Posted October 6, 2018 - 11:50 PM

It's done this way to protect the player from breaking their note streak or ruin their high score run while at the same time giving them more opportunities to activate overdrive while they still have time and energy to do it. It also keeps things fair between all players with different drum fill settings.

 

The best way to play the entire song accurately and without muting out drums audio would be to just play the song in Practice Mode.



#8 hardcoredrummer

hardcoredrummer
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Posted October 7, 2018 - 04:08 AM

It's done this way to protect the player from breaking their note streak or ruin their high score run while at the same time giving them more opportunities to activate overdrive while they still have time and energy to do it. It also keeps things fair between all players with different drum fill settings.

 

The best way to play the entire song accurately and without muting out drums audio would be to just play the song in Practice Mode.

suppose that makes sense. from the looks of things harmonix put the green cymbals in as an extra hit if it had to but didn't stop or pause the rest of the song. manson's beatiful people is a good example of this.






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