Rock Band 3 Custom Songs
Creating Custom RB/RB2/RB3 DLC Songs (Xbox 360)< Tutorial by MahoppianGoon .. Created: Jan 23, 2010 .. Last Updated: Oct 25, 2010 > Click on the 'Root' folder, above the 'songs' folder. Right-click in the 'File' box, then 'Add File'.(You MUST have a JTAG-hacked Xbox 360 for playing custom DLC) CONVERT DLC FOR NON-JTAG <HERE> FlashFXP (or another FTP software) wxPirs Audacity Chart2Mid (optional) REAPER Le Fluffie Rock Band DLC Tools {'Quick Links'} Converting RB2 Custom DLC to RB3 Creating Custom RB3 DLC Converting RBA to DLC Transfering DLC Song Extracing the DLC LIVE file Creating the Custom '.mogg' Audio File Inserting the 'mogg header' Editing the 'songs.dta' File Creating Custom Album Art Converting the '.chart' to '.mid' Checking the 'mid' For Errors in Magma Creating the LIVE file with XLAST Creating the LIVE file with Le Fluffie {Converting RB2 Custom DLC to RB3} First extract the RB2 DLC file. <Go Here> Open 'Rock Band DLC Tools', goto the 'songs.dta File Creator' tab. Select 'Rock Band 1/2' at the bottom where it says 'Choose Game'. Goto 'File->Open' and select the 'songs.dta' you extracted from the RB2 DLC File, or press 'Ctrl+O'. It should load and automatically fill out the textboxes, etc.. If it didn't, then you'll have to manually enter them again. :/ Then select 'Rock Band 3' at the bottom where it says 'Choose Game'. Then you can fill out the 'new' textboxes: 'Vocal Parts' (Number of Vocal Parts, default is 1) 'Vocal Tonic Note' (???) 'Song Tonality' (Major or Minor) 'Song Length' (Enter the 'Minutes:Seconds' in the right boxes, (ex: 04:20)) 'Solos', if there is any (Enter the instrument name: (ex: drum bass guitar keys vocal_percussion)) 'Game Origin' (default is: rb3_dlc, enter something else for a custom category) Also the new difficulties, if there is any, otherwise leave it as 'NO PART'. Since RB3 Pro songs DON'T have a 'VENUE' track in the mid file, you MUST check 'RB3 Custom (VENUE Track)' for the 'RB DLC Format', for the 'VENUE' track in the mid file to work! Then, check the box 'Activate Auto-Remove Extra RB2 Files'. (This will delete the files not needed anymore!) Once done, goto 'File->Save', or press 'Ctrl+S'. It will save the file currently loaded! RB2 DLC Files that aren't needed in RB3: spa.bin songsfilenamegenfilename_weights.bin songsfilenamefilename.pan songsfilenamefilename.usr songsfilenamefilename.vnn songsfilenamefilename.voc songsfilenamefilename.xvocab Then you can goto <Go Here> to create the DLC file in 'XLAST' or <Go Here> to create it in 'Le Fluffie'! First and foremost, just follow the guide on creating custom DLC for RB2 first! You can then delete all the files listed above, since they are not needed in RB3! And then read this 'Converting RB2 Custom DLC to RB3'. Done! Open 'Rock Band DLC Tools', goto the 'songs.dta File Creator' tab. Select 'Rock Band 3' at the bottom where it says 'Choose Game'. Then fill out all the information about the custom song your making! Then, check the box 'Activate Auto-Rename Files', if you haven't renamed all the files yet. Once done, goto 'File->Save', or press 'Ctrl+S', and save it in the 'songs' folder as 'songs.dta'! Then you can goto <Go Here> to create the DLC file in 'XLAST' or <Go Here> to create it in 'Le Fluffie'! Yes, its that easy! xD {Transfering a DLC Song from your Xbox 360 to your PC} Launch 'FSD' or 'XeXMenu' to set up a FTP connection with your Xbox 360.Connect with your Xbox 360 either with FlashFXP, another FTP software, or FireFox. (Use this address in FireFox): ftp://xbox:xbox@192.168.254.123/ Just replace '192.168.254.123' with your Xbox's IP Address) Navigate to '/Hdd1/Content/0000000000000000/45410829/00000002/' Transfer one of your DLC songs to your PC. (I used the song 'Promised Land'.) Create a folder called 'extracted'. Open 'wxPirs'. Open the RB DLC song you transferred from your Xbox 360. Now click the Save icon, or goto 'File->Extract all..'. Locate the 'extracted' folder you created and click 'OK' to start extracting. When its done, you can close 'wxPirs'. NOTE: You can just use the 'Promised Land' DLC files to guarantee that it'll work. (The 'mogg' and 'mid' files are NOT included) The 'mogg header' that I've been using and the one in the 'OGG2MOGG' program doesn't work with ALL DLC files, but most of them! *OR* use the ORIGINAL 'mogg header' from your ORIGINAL DLC song! Open the original *songname*.ogg file in 'Audacity'. (You don't need to open your original '.mogg' file in 'Audacity', you can just use the tracks below.) Play each track by clicking the 'Play' button and clicking on the 'Solo' button next to each track, noting which track is what. Write down somewhere how many tracks are in the file, and which track is what. Here are the tracks: Track 1: Drums Track 2: Drums Track 3: Drums Track 4: Drums Track 5: Drums Track 6: Bass Track 7: Guitar (Left) Track 8: Guitar (Right) Track 9: Vocals (Left) Track 10: Vocals (Right) Track 11: Backing Track (Left) Track 12: Backing Track (Right) (You only need to do this once if you write down how many tracks are in your original '.mogg' and which track is what. Then when you make another custom song,you'll know how many tracks to make and what each track is.) (NOTE: If you do use these '12' tracks, then make sure that you edit your 'songssongs.dta' and make sure its like this, or it might not work.) Goto 'File->Import->Audio..' and select your custom song. Click the arrow above where it says 'Stereo, 44100Hz', then 'Split Stereo Track'. (1) Then press 'Ctrl+Shift+N' until there is the same number of tracks as in the original '.mogg' file. Now click on that arrow again, then 'Move Track Down' until the 'Left' audio is in the track that the original 'Guitar (Left)' track and the 'Right' audio is in the original 'Guitar (Right)' track. (or you can click where it says '44100Hz 32-bit' and drag it down) Then double-click in the 'Left' audio track, press 'Ctrl+C'. Then double-click on the original 'Backing Track (Left)' track, and press 'Ctrl+V'. Then double-click in the 'Right' audio track, press 'Ctrl+C'. Then double-click on the original 'Backing Track (Right)' track, and press 'Ctrl+V'. (You don't have to do this part, but if you miss a note in the game, the song will stop playing too.) *OR* (2) You could just move your custom song in the last 2 tracks (Backing Track Left/Right tracks) instead of the 'Guitar Left/Right tracks'. It just all depends on how you want the song to play in the game. For example: If you want the 'song' audio to be lower when missing a note, then use (1). If you don't care if the guitar audio is lower than the song audio, even when missing notes, use (2). So when your all done, there should be 4 tracks (or 2) with audio, and the rest blank. (That is if you don't have the seperate vocals/drum/guitar/bass audio tracks.) Now goto 'Edit->Preferences..' then 'Import/Export' and make sure 'Use custom mix' is selected. Then goto 'File->Export'. Select 'Ogg Vorbis Files' in the 'Save as type'. Save it in the same folder as the original '.ogg' file naming it your custom songs title. Click 'Save'. Make sure this next screen comes up, with the same number of tracks as was in the original '.ogg.' file. If that screen doesn't come up, goto 'Edit->Preferences..' then 'Import/Export' and make sure 'Use custom mix' is selected. Click 'OK' to start saving it. NOTE: If the multichannel 'OGG' file you just created has lots of distortion/watery effect, you'll have to use the 'oggenc' (Command Line) program, the same one 'Magma' uses to create the multichannel 'OGG' file. You would still do everything in 'Audacity' above, but instead of outputting an 'ogg' file, choose 'WAV' instead. Copy the 'oggenc.exe' to your 'WINDOWSsystem32' folder. Open a 'command prompt' and navigate to the folder where you outputted the 'WAV' to. Enter this command: oggenc input.wav (Change 'input' to the name of your 'WAV' file.) Wait for it to finish, then goto the next step of insterting the 'mogg header' in the 'OGG' file. I would recommend doing it this way, because the encoder in the 'Audacity' program has serious problems! {Creating the Custom '.mogg' Audio File (Inserting the 'mogg header')} UPDATE: You can just use this program I created to insert the 'mogg header'! 'OGG2MOGG' NOTE: You can just use the 'Promised Land' DLC files to guarantee that it'll work. (The 'mogg' and 'mid' files are NOT included) The 'mogg header' that I've been using and the one in the OGG2MOGG program doesn't work with ALL DLC files, but most of them! *OR* use the ORIGINAL 'mogg header' from your ORIGINAL DLC song! (When using this program, make sure that the 'ogg' file doesn't already have a 'mogg header'. If you use the file exported from 'Audacity', then it won't. DON'T use the file exported from an 'RBA' file, since that will already have a 'mogg header'!) Click on the 'OGG2MOGG' tab, open the 'ogg' file you exported from 'Audacity'. If you don't need the original 'ogg' file anymore, you can check 'Delete Original OGG'. Click 'Save MOGG' and your done! The 'mogg' file will be in the same folder as the 'ogg'. Now rename your custom song '.mogg' to '*customsongtitle*.mogg'. For an example: The song is called 'Banquet' so I named it 'banquet.mogg'. You get the idea? Now rename ALL the other files with that custom name you chose. Like this: {Creating the Custom '.mogg' Audio File (Extracting the Original 'mogg header')} You ONLY need to do this if the 'mogg header' in the 'OGG2MOGG' program won't work with the DLC files your using as your template. (If you get a 'Song is Unavailable' in the game) *OR* You could just use the 'Promised Land' DLC files (MOGG and MID not included!) and skip this! lol First you have to decrypt the original '.mogg' file using 'SongCrypt'. (Search 'Arktool v7.0' in google.) xD If 'SongCrypt' can't decrypt the file, you'll have to use the 'mogg header' in the OGG2MOGG program. If you get a 'Song is Unavailable' in the game, then you can't those DLC files and just use 'Promised Land' files! Then open the original decrypted '.mogg' file in a hex-editor (Hex Workshop). Then search for the first instance of 'OggS'. In 'Hex Workshop', you can just press 'Ctrl+F'. When it finds the first instance of 'OggS', click before the 'O' and select everything before it. (In the HEX window, NOT the text window.) Then either press 'Ctrl+C' or right-click in the selected area and then 'Copy'. Then press 'Ctrl+N' to create a new document. Then press 'Ctrl+V' to paste the 'mogg header'. Then either press 'Ctrl+S' or goto 'File->Save' to save the 'mogg header'. Name it whatever. Then in the 'OGG2MOGG' program, load that file where it says 'Open MOGG Header' and check 'Use Loaded MOGG'! {Editing the 'songs.dta' File} Now open the file 'songssongs.dta' in 'Notepad' and change the 'Title' with the name of your custom songs title, 'Artisit' with the name of your custom songs artist. Make sure you change all of the original song 'filename' entries with your new custom song name. Like this:{You can create a new songs.dta file using the 'songs.dta File Creator' in the 'RockBandDLCTools' program.} Or you can set 'album_art' to 'TRUE' to show the album art. Go HERE to create custom album art. You can change 'vocal_gender' to the gender of the singer in your custom song. You can change 'decade the00s' to the decade that your song was released in. And make sure you change all the 'original' filename entries, with your new custom one. You can add: (album_name 'ALBUMNAME') under 'year_released' if your file doesn't have it. And change 'ALBUMNAME' to the name of the Album. You can change 'anim_tempo' depending on the BPM of your song: under 100 BPM: (anim_tempo kTempoSlow) 100 - 160 BPM: (anim_tempo kTempoMedium) over 160 BPM: (anim_tempo kTempoFast) {Editing the 'songs.dta' File (Changing the Difficulty Rank)} (the dots under 'Difficulty' when selecting a song in the game) Open 'songssongs.dta' in 'Notepad' and change the numbers under 'rank', to what you want them to be. Difficulty: Rank 1: Warmup Rank 2: Apprentice Rank 3: Solid Rank 4: Moderate Rank 5: Challenging Rank 6: Nightmare Rank 7: Impossible Drums: Rank 1: 1 Rank 2: 133 Rank 3: 169 Rank 4: 208 Rank 5: 294 Rank 6: 349 Rank 7: 401 Guitar: Rank 1: 1 Rank 2: 145 Rank 3: 194 Rank 4: 247 Rank 5: 301 Rank 6: 354 Rank 7: 406 Bass: Rank 1: 1 Rank 2: 166 Rank 3: 220 Rank 4: 259 Rank 5: 298 Rank 6: 349 Rank 7: 401 Vocals: Rank 1: 1 Rank 2: 139 Rank 3: 180 Rank 4: 220 Rank 5: 259 Rank 6: 298 Rank 7: 373 Band: Rank 1: 1 Rank 2: 159 Rank 3: 219 Rank 4: 274 Rank 5: 328 Rank 6: 383 Rank 7: 454 {Creating Custom Album Art} (NOTE: This is the closest I got to get custom 'album art' to work. Its not perfect, and the colors are not right, but it works! Remember, the colors aren't right, so only do this if you REALLY REALLY want album art! or figure out how to fix the colors yourself! I gave up a long time ago!) First open up the file 'songssongs.dta' and make sure 'album_art' is set to 'TRUE' like this: Then download the 'GHII Image Convertor' HERE. You need to convert your image to 256x256, (indexed) 8-bit color, BMP. Heres how to do it in 'Photoshop'. Open 'Photoshop', goto 'File->Open' and choose your image. Then goto 'Image->Image Size'. Uncheck 'Constrain Proportions'. Change the 'width' and 'height' to 256. (Make sure 'pixels' is selected on the right.) Then goto 'Image->Mode->Indexed Color'. For 'Palette' choose 'Local (Selective)', set 'Colors' to 256, 'Forced' to 'None' and 'Dither' to 'None'. Then goto 'File->Save', choose 'BMP' as the 'Format' and name it whatever. Choose 'Windows' and '8-bit'. Leave the bottom 2 boxes unchecked. OR Open 'Magma'. Click on the 'RBN' image at the right. Open the image you want as the 'Album Art'. It will tell you it needs to convert it, click 'Yes' and save it. You can close 'Magma' and click 'No'. Now open 'Paint'. (Start->Run->mspaint) Goto 'File->Open' and select the 'BMP' image 'Magma' converted. Goto 'File->Save as' and choose '256 Color Bitmap' as the type. (The quality would be better if use 'Photoshop'.) OR use your favorite graphics software! Open 'GH2 Image Converter', click 'Browse' next to 'Source' and select the 'BMP' image you just saved. Click 'Browse' next to 'Destination' and name it whatever, and click 'Save'. Then click convert. Now move that file in the folder 'songs*songname*gen'. Delete the original 'songname_keep.png_xbox' file and rename the file you just exported from 'GH2 Image Converter' to 'songname_keep.png_xbox' replacing songname with the name of the filename you used for your '.mid' and '.mogg' files. Enjoy your new custom album art! {Creating the Custom '.mid' File (Converting the '.chart' to '.mid')} Rename the 'chart' file the same name as the 'filename' you chose for your '.mogg' file. Now open up 'Chart2Mid2Chart'. Click on 'Browse'. Select the custom '.chart' file. Select 'Rock Band' and then press 'Convert'. (If it's already a 'mid' file, then you can skip the converting.) {Creating the Custom '.mid' File (Editing an Already Made 'mid' file Using Reaper)} You can download 'Reaper Plug-ins' and 'Magma' here. Open 'Reaper' and goto 'File->Project templates->RBN Blank Template'. Goto 'Insert->Media file' and select the 'mid' file. If the 'MIDI file import options' box comes up checkmark both boxes and click 'OK'. If another box comes up, select 'Single-channel items on Multiple Tracks'. Now click and move the tracks to there right places. 'PART GUITAR' goes in the 'PART GUITAR' track, and so on. If it doesn't automatically insert the 'BPM', if it still says '120' after importing, then open the 'mid' file in 'Feedback' and see what it says. Then double-click the '120' and enter the 'BPM' and press 'Enter'. Now double-click on all the 'Tracks' it imported and make sure it has a 'Track Name'. Its the first green tab on the bottom. If it doesn't have one, double-click on the 'gray' area at the bottom, select 'Track name' for 'type' and for 'text' type in according to which track it is, it should be named as: PART DRUMS PART GUITAR PART BASS PART VOCALS EVENTS VENUE BEAT If your 'mid' file only has a 'Guitar' part, like mine, this might get difficult. lol The easiest way to fix this is, goto 'Start Menu->All Programs->REAPER->REAPER (create new project)', this way it makes a new project and doesn't get rid of the one were on right now. Now goto 'File->Project Templates->RBMTemplate'. So now there should be 2 projects open. You can switch to your other project by clicking on the tab right below the 'File' menu. Now for all your 'missing' tracks from the project you imported the 'mid' into, click on them in the new project 'RBNTemplate' you just made, holding down 'Ctrl' as you click each one, so there all selected at the same time and press 'Ctrl+C' to copy them. After copying them, goto your other project by clicking the first tab at the top below the 'File' menu. And then press 'Ctrl+V' to paste the tracks. You may have to move them so there in there right tracks. Now double-click on the 'Guitar' track. Zoom in by pressing '+' and goto the end and see where the last note is. As you can see, it ends at '65'. You can close that by pressing the 'X' in the top-right corner. Now double-click on the 'BEAT' track. If theres notes AFTER '65', then you'll have to delete them. If there are NO notes AFTER '65', then you'll have to add them up to '65'. (A quick way to add or delete them is to 'right' click and drag to select them, then press 'Ctrl+C' to copy the notes, and then 'Ctrl+V' to paste them or just press 'Delete' after selecting them, to delete them.) You can close the 'BEAT' track by pressing the 'X' in the top-right corner. Now if your not going to chart out the 'missing' tracks that you pasted over, like the 'Drums/Bass/Venue' parts, then you can just leave them as they are. If your not going to chart out the 'VENUE' track, you can then let 'Magma' do that for you. So delete the 'VENUE' track by clicking on it at the left where the green text is, so it deletes the ENTIRE track. Click 'Yes' in the confirmation box. And if your not going to chart out the 'Vocals' track, delete that one too, or there will be errors in 'Magma'. Now go down and you'll see the 'Audio' track. Click on it so its highlighted at the left and at the bottom. Goto 'Insert->Media file' and select the 'song.ogg' file or whatever its called. Now you can double-click on the 'Guitar' part and zoom in so you can see the notes. Press the 'spacebar' and see if the notes line up with the audio. If they don't, then select ALL the notes by pressing 'Ctrl+A' and moving them until they line up. (Make sure you don't move them up or down, or you'll move the notes out of their rows.) Then goto where the notes first start appearing, go at the bottom, where they gray part is, double-click. Choose 'Text event' for the type. Press the 'arrow' next to the 'Text' box, and choose '[play]'. Now goto the end to where the notes stop appearing. Again, double-click at the bottom, in the gray area. Select 'Text event' for the 'type'. Press the 'arrow' next to the 'Text' box, and choose '[idle_realtime]'. If there are any parts in the song where the guitar stops playing for a long time (10-20 seconds or longer), you can put the event '[idle]' where it stops playing, and then when it starts playing again, you can put the event '[play]'. After adding the events, you can close that by pressing the 'X' in the top-right corner. {Adding Overdrive for Guitar/Bass} This is simple. Double-click on the guitar or bass track, and it will bring up the 'MIDI Window' with all the notes. Goto where you want to start the overdrive, at the top and at the left, you will see the 'OVERDRIVE' note row. That's where you'll add the overdrive notes. When your at the place you want to start overdrive, click and drag in that note row and stop when you want overdrive to stop. {Adding Overdrive for Drums} Adding overdrive for drums is a little different. First you would still add the note in the 'OVERDRIVE' note row where you want the overdrive to start and end, but then you have to add the 'Drum Fills' so that you can start overdrive. Above the 'OVERDRIVE' note row, theres 5 note rows called 'DRUM FILL'. When you want the drum fills section to start, just add a long note in all 5 boxes up until you want it to stop. It doesn't have to be exactly like that. You can have 3 or 4 overdrive sections before the drum fills sections and have them to any length you want, where ever you want. {Adding EVENTS} Make sure there are NO notes in the 'EVENTS' track. Click the 'white' area, where the notes would be, and press 'Ctrl+A' then press 'Delete'. Also, you can add 'crowd' events in there too like '[crowd_intense]' as a 'Text event'. Just double-click where you want the event, select 'type' to 'Text event' and then choose what you want the crowd to do. More information HERE. This is a little difficult. 'Magma' doesn't like section names like 'intro', 'verse_1', and so on. So make this the very last thing you do. Run it through 'Magma' first and make sure theres no errors. Then double-click on the 'EVENTS' track. Zoom it by pressing '+' and press the spacebar to start playback. Goto where you want to put a section, then double-click in the gray area at the bottom. Select 'Text event' for the type. And in the 'Text' box put [section intro] or [section verse_1a] or [section chorus_1] or whatever you want the section name to be. I don't think it matters. The only thing that matters is, make sure you put section in front of it, for any spaces, add a '_' and don't forget the brackets [ ] or it won't work. Examples: [section intro] [section verse_1] [section verse_1a] [section verse_1b] [section chorus_1] [section chorus_1a] [section chorus_1b] [section verse_2] [section verse_2a] [section verse_2b] [section chorus_2a] [section chorus_2b] [section bridge] [section outro] You get the idea? You can name them whatever you want! Those are just the 'generic' ones. Just make sure you don't make them too long, or the text will get cut off. And you won't be able to check your 'mid' through 'Magma' anymore, because it will yell at you that those are not valid sections, when in fact they are! {Adding EVENTS (Magma Practice Sections)} When your all done editing the tracks, goto 'File->Export project MIDI'. Click 'Entire Project', 'All', 'Multitrack MIDI file' and check 'Embed tempo map'. Click 'Browse', choose a place to save it, and name it as the song's title without any spaces or capital letters and then put .mid, like this: facedown.midTo create the practice sections so 'Magma' won't error, do the same as above, but name the sections as: [section ugc_section_5_0] (For creating '20' sections total) [section ugc_section_10_0] (For creating '10' sections total) [section ugc_section_20_0] (For creating '5' sections total) Use that for the first section, depending on how many TOTAL sections your going to make. And then for the next section, and the next, and the next, and so on.. Name them as: [section ugc_section_5_5] , [section ugc_section_5_10] , [section ugc_section_5_15] .. up to '5_95' [section ugc_section_10_10] , [section ugc_section_10_20] , [section ugc_section_10_30] .. up to '10_90' [section ugc_section_20_20] , [section ugc_section_20_40] , [section ugc_section_20_60] .. up to '20_80' (Because that will be the 'filename' for all your other files when making the LIVE file below.) Now goto 'File->Save project as' to save the project. {Checking the 'mid' For Errors in Magma} If you have a 'mp3 or ogg' audio file, you'll have to convert it to 'wav'. Just open 'Audacity', goto 'File->Import->Audio' and select your audio file. Then goto 'File->Export', choose 'WAV' as 'type' and click 'Save'. Open 'Magma'. Fill out the information, (Title, Artist, Author). CLick the 'Audio' tab. Checkmark the 'Guitar' part. Click the '..' button and select the 'wav' file you converted above. Click the 'Game Data' tab. Click the '..' next to 'MIDI' and choose the 'mid' file you exported from 'Reaper'. Next to 'Animation', choose the 'BPM' that you/was put in 'Reaper'. Where it says 'Build To' at the bottom, click the '..' and save it where ever and name it whatever. Then goto 'File->Save', and again, save it where ever and name it whatever. Now click 'Build' at the bottom, and see what happens. There should be no errors, but if there is, then you'll have to go back to 'Reaper' and fix them. When you get it so theres no errors in 'Magma', you can now let 'Magma' create the 'VENUE' track for you. Close the 'Build' window and click 'Export' under the 'MIDI' box. Name it 'VENUE.mid'. There should be no errors, but if there are, then you'll have to go back to 'Reaper' and fix them. (You only need to do this part if the original 'mid' file didn't have a 'VENUE' track and your not going to make one from scratch!) Now open your REAPER project. Then goto 'Start->Programs->REAPER->REAPER (create new project)' so it creates a new project, and doesn't close your project. There will be 2 tabs at the top, below the 'File' menu. When it creates the new project, goto 'File->Project Templates->RBN Blank Template'. Then goto 'Insert->Media File' and select the 'VENUE.mid' you created above. Click 'OK' when the box appears. Look for the track named 'VENUE - VENUE.mid' and move that down to the 'VENUE' track (the green one). Now click on the green 'VENUE' text box to the left, right next to '[6]' and press 'Ctrl+C' to copy it. Go back to your project, click the left tab at the top, and press 'Ctrl+V' to paste it. Now click the green 'VENUE' text box again, and drag it down so its in between 'EVENTS' and 'BEAT'. (Don't click on the notes track, at the right, because that won't move the WHOLE track.) Now when you export your 'mid', it'll have the 'VENUE' track! Now your done making the 'mid' file. If you havn't made the '.mogg' file, then goto 'Creating the Custom '.mogg' Audio File'. If you already made the '.mogg' file, then copy that 'mid' file in the folder with the '.mogg' file and all the other files. Rename all the files with the same name as the 'mid' file. (The custom song's title without spaces and no capital letters.) Make sure you edit the 'songssongs.dta' file, go here 'Editing the 'songs.dta' File'. If your sure you've done everything, then you can goto 'Creating the LIVE file with XLAST' or 'Creating the LIVE file with Le Fluffie'. {Creating the LIVE file with XLAST} Now open up XLAST or a similar program 'Le Fluffie' (See Below). If you have XLAST, heres how you do it in that. (I find it easier than the other program.) Choose 'Content Package'. Press 'OK'. Then click 'Next'. Content Package Name: (use the same filename as the name you used for the '.mogg' and '.mid' files) Project Directory: (Create a new folder named 'DLC' and select that) For 'Rock Band 1/2', Title ID of Game: 45410829 For 'Rock Band 3', Title ID of Game: 45410914 For 'Rock Band 1/2', Name of Game: Rock Band For 'Rock Band 3', Name of Game: Rock Band 3 Activation Date: (can just leave as is) Dashboard Icon Image: (heres the RB logo / RB3 logo) Content Type: In-Game Content Click 'Next'. Leave it as 'Yes'. Click 'Next'. Select your language (English). Click 'Next'. Display Name: *CustomSongsArtist* - *CustomSongsTitle* Description: (you can just put a 'space' and leave it blank) Click 'Next'. Then 'Finish'. Right-click on the 'Contents' folder on the left, then 'Add File'. Goto the 'extracted' folder from above. Select the 'spa.bin' file. Click 'Open'. <- (ONLY for 'Rock Band 1/2) Right-click on the 'Contents' folder again, then 'Add Folder'. Goto the 'extracted' folder from above. Select the 'songs' folder. Click 'OK'. Then just click the 'Install locally' icon to start building the LIVE file. When its done building, goto the 'DLC' folder you created or gotowhatever you set as your 'Project Directoy'. Then goto the folder'Online'. You can then rename the file '4541082900000000' to yourcustom songs artist and title of the song, without spaces, like this: BlocParty_Banquet Mithotyn_LostInTheMist Transfer that file to your HDD either by using an FTP program or the uploader in my program 'Rock Band DLC Tools' (FTP Uploader) andloading XeXMenu on your Xbox 360 (which is the easiest) or using'Xplorer360'. For 'Rock Band 1/2', Put it in the folder: 'Partition 3Content00000000000000004541082900000002' on your Xbox 360 HDD. For 'Rock Band 3', Put it in the folder: 'Partition 3Content00000000000000004541091400000002' on your Xbox 360 HDD. {Creating the LIVE file with Le Fluffie} Open 'Le Fluffie'. Goto 'File->Package Creation'. Select 'STFS'. Change 'None' to 'MarketPlace'. For 'Rock Band 1/2 DLC', Enter the 'Title ID': 45410829 For 'Rock Band 3 DLC', Enter the 'Title ID': 45410914 Enter your *CustomSongsArtist* - *CustomSongsTitle* in the 'Display Title' box. For 'Rock Band 1/2 DLC', Enter the 'Internal Title': Rock Band For 'Rock Band 3 DLC', Enter the 'Internal Title': Rock Band 3 Right-click on the small white boxes on the bottom right, then 'Add Image'. Select the RB logo / RB3 logo Click the 'Save Display Title' button. Right-click on 'Root', then 'Add Folder'. Enter the name 'songs'. Click 'Save'. Right-click on 'songs', then 'Add Folder'. Enter your 'customsongs' filename you chose above. Click 'Save'. Double-click on 'songs' to show the folder you just made, then right-click on the folder you just created, then 'Add Folder'. Enter the name 'gen'. Click 'Save'. Double-click on your 'customsongs' folder, to show the 'gen' folder you just created. Click on the 'gen' folder you just created. Right-click in the 'File' box, then 'Add Files'. Goto the folder 'extractedsongs*customsongname*gen' and click and drag to select all the files. Then click 'Open'. Click on your *customsongname* folder, above 'gen'. Right-click in the 'File' box, then 'Add Files'. Goto the folder 'extractedsongs*customsongname*' and click and drag to select all the files. Only select the files, not the folder! Click 'Open'. Click on the 'songs' folder, above your *customsongname* folder. Goto the folder 'extractedsongs' and select the 'songs.dta' file. Click 'Open'. Goto the folder 'extracted' and select the 'spa.bin' file. Click 'Open'. Click the 'Save Display Title / Description' button. Click on the 'Finalization' tab. Select 'Dev LIVE'. Click the 'Create Package' button. Name the filename to your custom songs artist and title of the song, without spaces, like this: BlocParty_Banquet Mithotyn_LostInTheMist (NOTE: It may look like the program froze, but it didn't. Just don't do anything until it shows the package window. Then you can close 'Le Fluffie'.) Transfer that file to your HDD either by using an FTP program or the uploader in my program 'Rock Band DLC Tools' (FTP Uploader) andloading XeXMenu on your Xbox 360 (which is the easiest) or using'Xplorer360'. For 'Rock Band 1/2', Put it in the folder: 'Partition 3Content00000000000000004541082900000002' on your Xbox 360 HDD. For 'Rock Band 3', Put it in the folder: 'Partition 3Content00000000000000004541091400000002' on your Xbox 360 HDD. {For creating another custom song, just do everything all over again, renaming the filenames to your NEW custom songs title. Don't forget about changing the filenames in the 'songs.dta' file. And if you do everything correctly, it will show up as a NEW DLC song with its OWN score!} If you get the error 'Song Data is Unavailable', For 'Rock Band 1/2', Delete the file 'Content00000000000000004541086900000001rb2songcache'. For 'Rock Band 3', Delete the file 'Content00000000000000004541091400000001rb2songcache'. If the error still appears, then you must of not did something correctly. I hope all this makes sense. It's really hard explaining it. lol {NOTE: If the song freezes, and you done EVERYTHING correctly, well then your officially stupid and I can't help you any further. This works for me 100% of the time. So I can't imagine why you are having problems.} Done! -MahoppianGoon |
Creating Custom RB/RB2/RB3 DLC Songs (Xbox 360)< Tutorial by MahoppianGoon .. Created: Jan 23, 2010 .. Last Updated: Oct 25, 2010 > Click on the 'Root' folder, above the 'songs' folder. Right-click in the 'File' box, then 'Add File'.(You MUST have a JTAG-hacked Xbox 360 for playing custom DLC) CONVERT DLC FOR NON-JTAG <HERE> FlashFXP (or another FTP software) wxPirs Audacity Chart2Mid (optional) REAPER Le Fluffie Rock Band DLC Tools {'Quick Links'} Converting RB2 Custom DLC to RB3 Creating Custom RB3 DLC Converting RBA to DLC Transfering DLC Song Extracing the DLC LIVE file Creating the Custom '.mogg' Audio File Inserting the 'mogg header' Editing the 'songs.dta' File Creating Custom Album Art Converting the '.chart' to '.mid' Checking the 'mid' For Errors in Magma Creating the LIVE file with XLAST Creating the LIVE file with Le Fluffie {Converting RB2 Custom DLC to RB3} First extract the RB2 DLC file. <Go Here> Open 'Rock Band DLC Tools', goto the 'songs.dta File Creator' tab. Select 'Rock Band 1/2' at the bottom where it says 'Choose Game'. Goto 'File->Open' and select the 'songs.dta' you extracted from the RB2 DLC File, or press 'Ctrl+O'. It should load and automatically fill out the textboxes, etc.. If it didn't, then you'll have to manually enter them again. :/ Then select 'Rock Band 3' at the bottom where it says 'Choose Game'. Then you can fill out the 'new' textboxes: 'Vocal Parts' (Number of Vocal Parts, default is 1) 'Vocal Tonic Note' (???) 'Song Tonality' (Major or Minor) 'Song Length' (Enter the 'Minutes:Seconds' in the right boxes, (ex: 04:20)) 'Solos', if there is any (Enter the instrument name: (ex: drum bass guitar keys vocal_percussion)) 'Game Origin' (default is: rb3_dlc, enter something else for a custom category) Also the new difficulties, if there is any, otherwise leave it as 'NO PART'. Since RB3 Pro songs DON'T have a 'VENUE' track in the mid file, you MUST check 'RB3 Custom (VENUE Track)' for the 'RB DLC Format', for the 'VENUE' track in the mid file to work! Then, check the box 'Activate Auto-Remove Extra RB2 Files'. (This will delete the files not needed anymore!) Once done, goto 'File->Save', or press 'Ctrl+S'. It will save the file currently loaded! RB2 DLC Files that aren't needed in RB3: spa.bin songsfilenamegenfilename_weights.bin songsfilenamefilename.pan songsfilenamefilename.usr songsfilenamefilename.vnn songsfilenamefilename.voc songsfilenamefilename.xvocab Then you can goto <Go Here> to create the DLC file in 'XLAST' or <Go Here> to create it in 'Le Fluffie'! First and foremost, just follow the guide on creating custom DLC for RB2 first! You can then delete all the files listed above, since they are not needed in RB3! And then read this 'Converting RB2 Custom DLC to RB3'. Done! Open 'Rock Band DLC Tools', goto the 'songs.dta File Creator' tab. Select 'Rock Band 3' at the bottom where it says 'Choose Game'. Then fill out all the information about the custom song your making! Then, check the box 'Activate Auto-Rename Files', if you haven't renamed all the files yet. Once done, goto 'File->Save', or press 'Ctrl+S', and save it in the 'songs' folder as 'songs.dta'! Then you can goto <Go Here> to create the DLC file in 'XLAST' or <Go Here> to create it in 'Le Fluffie'! Yes, its that easy! xD {Transfering a DLC Song from your Xbox 360 to your PC} Launch 'FSD' or 'XeXMenu' to set up a FTP connection with your Xbox 360.Connect with your Xbox 360 either with FlashFXP, another FTP software, or FireFox. (Use this address in FireFox): ftp://xbox:xbox@192.168.254.123/ Just replace '192.168.254.123' with your Xbox's IP Address) Navigate to '/Hdd1/Content/0000000000000000/45410829/00000002/' Transfer one of your DLC songs to your PC. (I used the song 'Promised Land'.) Create a folder called 'extracted'. Open 'wxPirs'. Open the RB DLC song you transferred from your Xbox 360. Now click the Save icon, or goto 'File->Extract all..'. Locate the 'extracted' folder you created and click 'OK' to start extracting. When its done, you can close 'wxPirs'. NOTE: You can just use the 'Promised Land' DLC files to guarantee that it'll work. (The 'mogg' and 'mid' files are NOT included) The 'mogg header' that I've been using and the one in the 'OGG2MOGG' program doesn't work with ALL DLC files, but most of them! *OR* use the ORIGINAL 'mogg header' from your ORIGINAL DLC song! Open the original *songname*.ogg file in 'Audacity'. (You don't need to open your original '.mogg' file in 'Audacity', you can just use the tracks below.) Play each track by clicking the 'Play' button and clicking on the 'Solo' button next to each track, noting which track is what. Write down somewhere how many tracks are in the file, and which track is what. Here are the tracks: Track 1: Drums Track 2: Drums Track 3: Drums Track 4: Drums Track 5: Drums Track 6: Bass Track 7: Guitar (Left) Track 8: Guitar (Right) Track 9: Vocals (Left) Track 10: Vocals (Right) Track 11: Backing Track (Left) Track 12: Backing Track (Right) (You only need to do this once if you write down how many tracks are in your original '.mogg' and which track is what. Then when you make another custom song,you'll know how many tracks to make and what each track is.) (NOTE: If you do use these '12' tracks, then make sure that you edit your 'songssongs.dta' and make sure its like this, or it might not work.) Goto 'File->Import->Audio..' and select your custom song. Click the arrow above where it says 'Stereo, 44100Hz', then 'Split Stereo Track'. (1) Then press 'Ctrl+Shift+N' until there is the same number of tracks as in the original '.mogg' file. Now click on that arrow again, then 'Move Track Down' until the 'Left' audio is in the track that the original 'Guitar (Left)' track and the 'Right' audio is in the original 'Guitar (Right)' track. (or you can click where it says '44100Hz 32-bit' and drag it down) Then double-click in the 'Left' audio track, press 'Ctrl+C'. Then double-click on the original 'Backing Track (Left)' track, and press 'Ctrl+V'. Then double-click in the 'Right' audio track, press 'Ctrl+C'. Then double-click on the original 'Backing Track (Right)' track, and press 'Ctrl+V'. (You don't have to do this part, but if you miss a note in the game, the song will stop playing too.) *OR* (2) You could just move your custom song in the last 2 tracks (Backing Track Left/Right tracks) instead of the 'Guitar Left/Right tracks'. It just all depends on how you want the song to play in the game. For example: If you want the 'song' audio to be lower when missing a note, then use (1). If you don't care if the guitar audio is lower than the song audio, even when missing notes, use (2). So when your all done, there should be 4 tracks (or 2) with audio, and the rest blank. (That is if you don't have the seperate vocals/drum/guitar/bass audio tracks.) Now goto 'Edit->Preferences..' then 'Import/Export' and make sure 'Use custom mix' is selected. Then goto 'File->Export'. Select 'Ogg Vorbis Files' in the 'Save as type'. Save it in the same folder as the original '.ogg' file naming it your custom songs title. Click 'Save'. Make sure this next screen comes up, with the same number of tracks as was in the original '.ogg.' file. If that screen doesn't come up, goto 'Edit->Preferences..' then 'Import/Export' and make sure 'Use custom mix' is selected. Click 'OK' to start saving it. NOTE: If the multichannel 'OGG' file you just created has lots of distortion/watery effect, you'll have to use the 'oggenc' (Command Line) program, the same one 'Magma' uses to create the multichannel 'OGG' file. You would still do everything in 'Audacity' above, but instead of outputting an 'ogg' file, choose 'WAV' instead. Copy the 'oggenc.exe' to your 'WINDOWSsystem32' folder. Open a 'command prompt' and navigate to the folder where you outputted the 'WAV' to. Enter this command: oggenc input.wav (Change 'input' to the name of your 'WAV' file.) Wait for it to finish, then goto the next step of insterting the 'mogg header' in the 'OGG' file. I would recommend doing it this way, because the encoder in the 'Audacity' program has serious problems! {Creating the Custom '.mogg' Audio File (Inserting the 'mogg header')} UPDATE: You can just use this program I created to insert the 'mogg header'! 'OGG2MOGG' NOTE: You can just use the 'Promised Land' DLC files to guarantee that it'll work. (The 'mogg' and 'mid' files are NOT included) The 'mogg header' that I've been using and the one in the OGG2MOGG program doesn't work with ALL DLC files, but most of them! *OR* use the ORIGINAL 'mogg header' from your ORIGINAL DLC song! (When using this program, make sure that the 'ogg' file doesn't already have a 'mogg header'. If you use the file exported from 'Audacity', then it won't. DON'T use the file exported from an 'RBA' file, since that will already have a 'mogg header'!) Click on the 'OGG2MOGG' tab, open the 'ogg' file you exported from 'Audacity'. If you don't need the original 'ogg' file anymore, you can check 'Delete Original OGG'. Click 'Save MOGG' and your done! The 'mogg' file will be in the same folder as the 'ogg'. Now rename your custom song '.mogg' to '*customsongtitle*.mogg'. For an example: The song is called 'Banquet' so I named it 'banquet.mogg'. You get the idea? Now rename ALL the other files with that custom name you chose. Like this: {Creating the Custom '.mogg' Audio File (Extracting the Original 'mogg header')} You ONLY need to do this if the 'mogg header' in the 'OGG2MOGG' program won't work with the DLC files your using as your template. (If you get a 'Song is Unavailable' in the game) *OR* You could just use the 'Promised Land' DLC files (MOGG and MID not included!) and skip this! lol First you have to decrypt the original '.mogg' file using 'SongCrypt'. (Search 'Arktool v7.0' in google.) xD If 'SongCrypt' can't decrypt the file, you'll have to use the 'mogg header' in the OGG2MOGG program. If you get a 'Song is Unavailable' in the game, then you can't those DLC files and just use 'Promised Land' files! Then open the original decrypted '.mogg' file in a hex-editor (Hex Workshop). Then search for the first instance of 'OggS'. In 'Hex Workshop', you can just press 'Ctrl+F'. When it finds the first instance of 'OggS', click before the 'O' and select everything before it. (In the HEX window, NOT the text window.) Then either press 'Ctrl+C' or right-click in the selected area and then 'Copy'. Then press 'Ctrl+N' to create a new document. Then press 'Ctrl+V' to paste the 'mogg header'. Then either press 'Ctrl+S' or goto 'File->Save' to save the 'mogg header'. Name it whatever. Then in the 'OGG2MOGG' program, load that file where it says 'Open MOGG Header' and check 'Use Loaded MOGG'! {Editing the 'songs.dta' File} Now open the file 'songssongs.dta' in 'Notepad' and change the 'Title' with the name of your custom songs title, 'Artisit' with the name of your custom songs artist. Make sure you change all of the original song 'filename' entries with your new custom song name. Like this:{You can create a new songs.dta file using the 'songs.dta File Creator' in the 'RockBandDLCTools' program.} Or you can set 'album_art' to 'TRUE' to show the album art. Go HERE to create custom album art. You can change 'vocal_gender' to the gender of the singer in your custom song. You can change 'decade the00s' to the decade that your song was released in. And make sure you change all the 'original' filename entries, with your new custom one. You can add: (album_name 'ALBUMNAME') under 'year_released' if your file doesn't have it. And change 'ALBUMNAME' to the name of the Album. You can change 'anim_tempo' depending on the BPM of your song: under 100 BPM: (anim_tempo kTempoSlow) 100 - 160 BPM: (anim_tempo kTempoMedium) over 160 BPM: (anim_tempo kTempoFast) {Editing the 'songs.dta' File (Changing the Difficulty Rank)} (the dots under 'Difficulty' when selecting a song in the game) Open 'songssongs.dta' in 'Notepad' and change the numbers under 'rank', to what you want them to be. Difficulty: Rank 1: Warmup Rank 2: Apprentice Rank 3: Solid Rank 4: Moderate Rank 5: Challenging Rank 6: Nightmare Rank 7: Impossible Drums: Rank 1: 1 Rank 2: 133 Rank 3: 169 Rank 4: 208 Rank 5: 294 Rank 6: 349 Rank 7: 401 Guitar: Rank 1: 1 Rank 2: 145 Rank 3: 194 Rank 4: 247 Rank 5: 301 Rank 6: 354 Rank 7: 406 Bass: Rank 1: 1 Rank 2: 166 Rank 3: 220 Rank 4: 259 Rank 5: 298 Rank 6: 349 Rank 7: 401 Vocals: Rank 1: 1 Rank 2: 139 Rank 3: 180 Rank 4: 220 Rank 5: 259 Rank 6: 298 Rank 7: 373 Band: Rank 1: 1 Rank 2: 159 Rank 3: 219 Rank 4: 274 Rank 5: 328 Rank 6: 383 Rank 7: 454 {Creating Custom Album Art} (NOTE: This is the closest I got to get custom 'album art' to work. Its not perfect, and the colors are not right, but it works! Remember, the colors aren't right, so only do this if you REALLY REALLY want album art! or figure out how to fix the colors yourself! I gave up a long time ago!) First open up the file 'songssongs.dta' and make sure 'album_art' is set to 'TRUE' like this: Then download the 'GHII Image Convertor' HERE. You need to convert your image to 256x256, (indexed) 8-bit color, BMP. Heres how to do it in 'Photoshop'. Open 'Photoshop', goto 'File->Open' and choose your image. Then goto 'Image->Image Size'. Uncheck 'Constrain Proportions'. Change the 'width' and 'height' to 256. (Make sure 'pixels' is selected on the right.) Then goto 'Image->Mode->Indexed Color'. For 'Palette' choose 'Local (Selective)', set 'Colors' to 256, 'Forced' to 'None' and 'Dither' to 'None'. Then goto 'File->Save', choose 'BMP' as the 'Format' and name it whatever. Choose 'Windows' and '8-bit'. Leave the bottom 2 boxes unchecked. OR Open 'Magma'. Click on the 'RBN' image at the right. Open the image you want as the 'Album Art'. It will tell you it needs to convert it, click 'Yes' and save it. You can close 'Magma' and click 'No'. Now open 'Paint'. (Start->Run->mspaint) Goto 'File->Open' and select the 'BMP' image 'Magma' converted. Goto 'File->Save as' and choose '256 Color Bitmap' as the type. (The quality would be better if use 'Photoshop'.) OR use your favorite graphics software! Open 'GH2 Image Converter', click 'Browse' next to 'Source' and select the 'BMP' image you just saved. Click 'Browse' next to 'Destination' and name it whatever, and click 'Save'. Then click convert. Now move that file in the folder 'songs*songname*gen'. Delete the original 'songname_keep.png_xbox' file and rename the file you just exported from 'GH2 Image Converter' to 'songname_keep.png_xbox' replacing songname with the name of the filename you used for your '.mid' and '.mogg' files. Enjoy your new custom album art! {Creating the Custom '.mid' File (Converting the '.chart' to '.mid')} Rename the 'chart' file the same name as the 'filename' you chose for your '.mogg' file. Now open up 'Chart2Mid2Chart'. Click on 'Browse'. Select the custom '.chart' file. Select 'Rock Band' and then press 'Convert'. (If it's already a 'mid' file, then you can skip the converting.) {Creating the Custom '.mid' File (Editing an Already Made 'mid' file Using Reaper)} You can download 'Reaper Plug-ins' and 'Magma' here. Open 'Reaper' and goto 'File->Project templates->RBN Blank Template'. Goto 'Insert->Media file' and select the 'mid' file. If the 'MIDI file import options' box comes up checkmark both boxes and click 'OK'. If another box comes up, select 'Single-channel items on Multiple Tracks'. Now click and move the tracks to there right places. 'PART GUITAR' goes in the 'PART GUITAR' track, and so on. If it doesn't automatically insert the 'BPM', if it still says '120' after importing, then open the 'mid' file in 'Feedback' and see what it says. Then double-click the '120' and enter the 'BPM' and press 'Enter'. Now double-click on all the 'Tracks' it imported and make sure it has a 'Track Name'. Its the first green tab on the bottom. If it doesn't have one, double-click on the 'gray' area at the bottom, select 'Track name' for 'type' and for 'text' type in according to which track it is, it should be named as: PART DRUMS PART GUITAR PART BASS PART VOCALS EVENTS VENUE BEAT If your 'mid' file only has a 'Guitar' part, like mine, this might get difficult. lol The easiest way to fix this is, goto 'Start Menu->All Programs->REAPER->REAPER (create new project)', this way it makes a new project and doesn't get rid of the one were on right now. Now goto 'File->Project Templates->RBMTemplate'. So now there should be 2 projects open. You can switch to your other project by clicking on the tab right below the 'File' menu. Now for all your 'missing' tracks from the project you imported the 'mid' into, click on them in the new project 'RBNTemplate' you just made, holding down 'Ctrl' as you click each one, so there all selected at the same time and press 'Ctrl+C' to copy them. After copying them, goto your other project by clicking the first tab at the top below the 'File' menu. And then press 'Ctrl+V' to paste the tracks. You may have to move them so there in there right tracks. Now double-click on the 'Guitar' track. Zoom in by pressing '+' and goto the end and see where the last note is. As you can see, it ends at '65'. You can close that by pressing the 'X' in the top-right corner. Now double-click on the 'BEAT' track. If theres notes AFTER '65', then you'll have to delete them. If there are NO notes AFTER '65', then you'll have to add them up to '65'. (A quick way to add or delete them is to 'right' click and drag to select them, then press 'Ctrl+C' to copy the notes, and then 'Ctrl+V' to paste them or just press 'Delete' after selecting them, to delete them.) You can close the 'BEAT' track by pressing the 'X' in the top-right corner. Now if your not going to chart out the 'missing' tracks that you pasted over, like the 'Drums/Bass/Venue' parts, then you can just leave them as they are. If your not going to chart out the 'VENUE' track, you can then let 'Magma' do that for you. So delete the 'VENUE' track by clicking on it at the left where the green text is, so it deletes the ENTIRE track. Click 'Yes' in the confirmation box. And if your not going to chart out the 'Vocals' track, delete that one too, or there will be errors in 'Magma'. Now go down and you'll see the 'Audio' track. Click on it so its highlighted at the left and at the bottom. Goto 'Insert->Media file' and select the 'song.ogg' file or whatever its called. Now you can double-click on the 'Guitar' part and zoom in so you can see the notes. Press the 'spacebar' and see if the notes line up with the audio. If they don't, then select ALL the notes by pressing 'Ctrl+A' and moving them until they line up. (Make sure you don't move them up or down, or you'll move the notes out of their rows.) Then goto where the notes first start appearing, go at the bottom, where they gray part is, double-click. Choose 'Text event' for the type. Press the 'arrow' next to the 'Text' box, and choose '[play]'. Now goto the end to where the notes stop appearing. Again, double-click at the bottom, in the gray area. Select 'Text event' for the 'type'. Press the 'arrow' next to the 'Text' box, and choose '[idle_realtime]'. If there are any parts in the song where the guitar stops playing for a long time (10-20 seconds or longer), you can put the event '[idle]' where it stops playing, and then when it starts playing again, you can put the event '[play]'. After adding the events, you can close that by pressing the 'X' in the top-right corner. {Adding Overdrive for Guitar/Bass} This is simple. Double-click on the guitar or bass track, and it will bring up the 'MIDI Window' with all the notes. Goto where you want to start the overdrive, at the top and at the left, you will see the 'OVERDRIVE' note row. That's where you'll add the overdrive notes. When your at the place you want to start overdrive, click and drag in that note row and stop when you want overdrive to stop. {Adding Overdrive for Drums} Adding overdrive for drums is a little different. First you would still add the note in the 'OVERDRIVE' note row where you want the overdrive to start and end, but then you have to add the 'Drum Fills' so that you can start overdrive. Above the 'OVERDRIVE' note row, theres 5 note rows called 'DRUM FILL'. When you want the drum fills section to start, just add a long note in all 5 boxes up until you want it to stop. It doesn't have to be exactly like that. You can have 3 or 4 overdrive sections before the drum fills sections and have them to any length you want, where ever you want. {Adding EVENTS} Make sure there are NO notes in the 'EVENTS' track. Click the 'white' area, where the notes would be, and press 'Ctrl+A' then press 'Delete'. Also, you can add 'crowd' events in there too like '[crowd_intense]' as a 'Text event'. Just double-click where you want the event, select 'type' to 'Text event' and then choose what you want the crowd to do. More information HERE. This is a little difficult. 'Magma' doesn't like section names like 'intro', 'verse_1', and so on. So make this the very last thing you do. Run it through 'Magma' first and make sure theres no errors. Then double-click on the 'EVENTS' track. Zoom it by pressing '+' and press the spacebar to start playback. Goto where you want to put a section, then double-click in the gray area at the bottom. Select 'Text event' for the type. And in the 'Text' box put [section intro] or [section verse_1a] or [section chorus_1] or whatever you want the section name to be. I don't think it matters. The only thing that matters is, make sure you put section in front of it, for any spaces, add a '_' and don't forget the brackets [ ] or it won't work. Examples: [section intro] [section verse_1] [section verse_1a] [section verse_1b] [section chorus_1] [section chorus_1a] [section chorus_1b] [section verse_2] [section verse_2a] [section verse_2b] [section chorus_2a] [section chorus_2b] [section bridge] [section outro] You get the idea? You can name them whatever you want! Those are just the 'generic' ones. Just make sure you don't make them too long, or the text will get cut off. And you won't be able to check your 'mid' through 'Magma' anymore, because it will yell at you that those are not valid sections, when in fact they are! {Adding EVENTS (Magma Practice Sections)} When your all done editing the tracks, goto 'File->Export project MIDI'. Click 'Entire Project', 'All', 'Multitrack MIDI file' and check 'Embed tempo map'. Click 'Browse', choose a place to save it, and name it as the song's title without any spaces or capital letters and then put .mid, like this: facedown.midTo create the practice sections so 'Magma' won't error, do the same as above, but name the sections as: [section ugc_section_5_0] (For creating '20' sections total) [section ugc_section_10_0] (For creating '10' sections total) [section ugc_section_20_0] (For creating '5' sections total) Use that for the first section, depending on how many TOTAL sections your going to make. And then for the next section, and the next, and the next, and so on.. Name them as: [section ugc_section_5_5] , [section ugc_section_5_10] , [section ugc_section_5_15] .. up to '5_95' [section ugc_section_10_10] , [section ugc_section_10_20] , [section ugc_section_10_30] .. up to '10_90' [section ugc_section_20_20] , [section ugc_section_20_40] , [section ugc_section_20_60] .. up to '20_80' (Because that will be the 'filename' for all your other files when making the LIVE file below.) Now goto 'File->Save project as' to save the project. {Checking the 'mid' For Errors in Magma} If you have a 'mp3 or ogg' audio file, you'll have to convert it to 'wav'. Just open 'Audacity', goto 'File->Import->Audio' and select your audio file. Then goto 'File->Export', choose 'WAV' as 'type' and click 'Save'. Open 'Magma'. Fill out the information, (Title, Artist, Author). CLick the 'Audio' tab. Checkmark the 'Guitar' part. Click the '..' button and select the 'wav' file you converted above. Click the 'Game Data' tab. Click the '..' next to 'MIDI' and choose the 'mid' file you exported from 'Reaper'. Next to 'Animation', choose the 'BPM' that you/was put in 'Reaper'. Where it says 'Build To' at the bottom, click the '..' and save it where ever and name it whatever. Then goto 'File->Save', and again, save it where ever and name it whatever. Now click 'Build' at the bottom, and see what happens. There should be no errors, but if there is, then you'll have to go back to 'Reaper' and fix them. When you get it so theres no errors in 'Magma', you can now let 'Magma' create the 'VENUE' track for you. Close the 'Build' window and click 'Export' under the 'MIDI' box. Name it 'VENUE.mid'. There should be no errors, but if there are, then you'll have to go back to 'Reaper' and fix them. (You only need to do this part if the original 'mid' file didn't have a 'VENUE' track and your not going to make one from scratch!) Now open your REAPER project. Then goto 'Start->Programs->REAPER->REAPER (create new project)' so it creates a new project, and doesn't close your project. There will be 2 tabs at the top, below the 'File' menu. When it creates the new project, goto 'File->Project Templates->RBN Blank Template'. Then goto 'Insert->Media File' and select the 'VENUE.mid' you created above. Click 'OK' when the box appears. Look for the track named 'VENUE - VENUE.mid' and move that down to the 'VENUE' track (the green one). Now click on the green 'VENUE' text box to the left, right next to '[6]' and press 'Ctrl+C' to copy it. Go back to your project, click the left tab at the top, and press 'Ctrl+V' to paste it. Now click the green 'VENUE' text box again, and drag it down so its in between 'EVENTS' and 'BEAT'. (Don't click on the notes track, at the right, because that won't move the WHOLE track.) Now when you export your 'mid', it'll have the 'VENUE' track! Now your done making the 'mid' file. If you havn't made the '.mogg' file, then goto 'Creating the Custom '.mogg' Audio File'. If you already made the '.mogg' file, then copy that 'mid' file in the folder with the '.mogg' file and all the other files. Rename all the files with the same name as the 'mid' file. (The custom song's title without spaces and no capital letters.) Make sure you edit the 'songssongs.dta' file, go here 'Editing the 'songs.dta' File'. If your sure you've done everything, then you can goto 'Creating the LIVE file with XLAST' or 'Creating the LIVE file with Le Fluffie'. {Creating the LIVE file with XLAST} Now open up XLAST or a similar program 'Le Fluffie' (See Below). If you have XLAST, heres how you do it in that. (I find it easier than the other program.) Choose 'Content Package'. Press 'OK'. Then click 'Next'. Content Package Name: (use the same filename as the name you used for the '.mogg' and '.mid' files) Project Directory: (Create a new folder named 'DLC' and select that) For 'Rock Band 1/2', Title ID of Game: 45410829 For 'Rock Band 3', Title ID of Game: 45410914 For 'Rock Band 1/2', Name of Game: Rock Band For 'Rock Band 3', Name of Game: Rock Band 3 Activation Date: (can just leave as is) Dashboard Icon Image: (heres the RB logo / RB3 logo) Content Type: In-Game Content Click 'Next'. Leave it as 'Yes'. Click 'Next'. Select your language (English). Click 'Next'. Display Name: *CustomSongsArtist* - *CustomSongsTitle* Description: (you can just put a 'space' and leave it blank) Click 'Next'. Then 'Finish'. Right-click on the 'Contents' folder on the left, then 'Add File'. Goto the 'extracted' folder from above. Select the 'spa.bin' file. Click 'Open'. <- (ONLY for 'Rock Band 1/2) Right-click on the 'Contents' folder again, then 'Add Folder'. Goto the 'extracted' folder from above. Select the 'songs' folder. Click 'OK'. Then just click the 'Install locally' icon to start building the LIVE file. When its done building, goto the 'DLC' folder you created or gotowhatever you set as your 'Project Directoy'. Then goto the folder'Online'. You can then rename the file '4541082900000000' to yourcustom songs artist and title of the song, without spaces, like this: BlocParty_Banquet Mithotyn_LostInTheMist Transfer that file to your HDD either by using an FTP program or the uploader in my program 'Rock Band DLC Tools' (FTP Uploader) andloading XeXMenu on your Xbox 360 (which is the easiest) or using'Xplorer360'. For 'Rock Band 1/2', Put it in the folder: 'Partition 3Content00000000000000004541082900000002' on your Xbox 360 HDD. For 'Rock Band 3', Put it in the folder: 'Partition 3Content00000000000000004541091400000002' on your Xbox 360 HDD. {Creating the LIVE file with Le Fluffie} Open 'Le Fluffie'. Goto 'File->Package Creation'. Select 'STFS'. Change 'None' to 'MarketPlace'. For 'Rock Band 1/2 DLC', Enter the 'Title ID': 45410829 For 'Rock Band 3 DLC', Enter the 'Title ID': 45410914 Enter your *CustomSongsArtist* - *CustomSongsTitle* in the 'Display Title' box. For 'Rock Band 1/2 DLC', Enter the 'Internal Title': Rock Band For 'Rock Band 3 DLC', Enter the 'Internal Title': Rock Band 3 Right-click on the small white boxes on the bottom right, then 'Add Image'. Select the RB logo / RB3 logo Click the 'Save Display Title' button. Right-click on 'Root', then 'Add Folder'. Enter the name 'songs'. Click 'Save'. Right-click on 'songs', then 'Add Folder'. Enter your 'customsongs' filename you chose above. Click 'Save'. Double-click on 'songs' to show the folder you just made, then right-click on the folder you just created, then 'Add Folder'. Enter the name 'gen'. Click 'Save'. Double-click on your 'customsongs' folder, to show the 'gen' folder you just created. Click on the 'gen' folder you just created. Right-click in the 'File' box, then 'Add Files'. Goto the folder 'extractedsongs*customsongname*gen' and click and drag to select all the files. Then click 'Open'. Click on your *customsongname* folder, above 'gen'. Right-click in the 'File' box, then 'Add Files'. Goto the folder 'extractedsongs*customsongname*' and click and drag to select all the files. Only select the files, not the folder! Click 'Open'. Click on the 'songs' folder, above your *customsongname* folder. Goto the folder 'extractedsongs' and select the 'songs.dta' file. Click 'Open'. Goto the folder 'extracted' and select the 'spa.bin' file. Click 'Open'. Click the 'Save Display Title / Description' button. Click on the 'Finalization' tab. Select 'Dev LIVE'. Click the 'Create Package' button. Name the filename to your custom songs artist and title of the song, without spaces, like this: BlocParty_Banquet Mithotyn_LostInTheMist (NOTE: It may look like the program froze, but it didn't. Just don't do anything until it shows the package window. Then you can close 'Le Fluffie'.) Transfer that file to your HDD either by using an FTP program or the uploader in my program 'Rock Band DLC Tools' (FTP Uploader) andloading XeXMenu on your Xbox 360 (which is the easiest) or using'Xplorer360'. For 'Rock Band 1/2', Put it in the folder: 'Partition 3Content00000000000000004541082900000002' on your Xbox 360 HDD. For 'Rock Band 3', Put it in the folder: 'Partition 3Content00000000000000004541091400000002' on your Xbox 360 HDD. {For creating another custom song, just do everything all over again, renaming the filenames to your NEW custom songs title. Don't forget about changing the filenames in the 'songs.dta' file. And if you do everything correctly, it will show up as a NEW DLC song with its OWN score!} If you get the error 'Song Data is Unavailable', For 'Rock Band 1/2', Delete the file 'Content00000000000000004541086900000001rb2songcache'. For 'Rock Band 3', Delete the file 'Content00000000000000004541091400000001rb2songcache'. If the error still appears, then you must of not did something correctly. I hope all this makes sense. It's really hard explaining it. lol {NOTE: If the song freezes, and you done EVERYTHING correctly, well then your officially stupid and I can't help you any further. This works for me 100% of the time. So I can't imagine why you are having problems.} Done! -MahoppianGoon |
Rock Band: Harmonies Project. Borderlands legendary weapon locations. Use this forum to discuss custom songs. Here, you can create topics for your own released tracks or projects - please post. On Music: Rock, a GameFAQs message board topic titled 'Custom songs in rock band 3 is the best.'
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