Hi all,
a little tool to edit .scl file (only for GPB beta14 and MXB beta8).
(https://i.imgur.com/iEpJYAN.png) (https://i.imgur.com/iEpJYAN.png)
Love this stuff and you want to show that ? Have too much money at hand and don't knowe what to do with it ? Donations are welcome 8)
PM me when donations are done, so that I can keep a donors list
HERE (http://forum.piboso.com/index.php?topic=6059.0).
(http://i.imgur.com/8qEORV3.png) (https://www.paypal.me/HornetMaX)
DOWNLOAD v1.4 (2018/07/16) for GPB beta14 & MXB beta8 (https://mega.nz/#F!JdszDQ4b!_bjGjM3TgzBpZyJGnmvK0g)
INSTALLATION: this is not a plugin, it's a standalone tool. Just copy it in a folder where you have write rights (i.e. avoid "Program Files" and similar).
IMPORTANT: some samples are provided in the
Samples folder (just from GPB, but it's the same for MXB).
Notice that you will be able to load the default bikes (e.g the 'murasama_rc990_03' for GPB) but you won't be able to "play" the sounds, as the .wav of the default bikes are encrypted. The samples are provided anyway:
- to show how a properly done .scl is: you can replace the default (encrypted) .wav with your own ones and play with them.
- to show which files are needed by the tool. Basically the .scl, the bike.cfg, the .engn (all of them, if more than one), the tyreset .cfg, all the .tyre and all the .wav referenced by the .scl.
MaX.
HELP (I'll beef this up when I have time):
Basic usage:
- Take the entire bike directory of the bike you want and copy it somewhere (avoid messing it up).
- Run the tool.
- If a bike uses shared tyres (e.g. the bike 'MotoGP_2017_HONDA_RC213V_MDL1' uses tyres 'Michelin_MotoGP_17'), you must set the 'Tyres folder': from the main window, use menu Main/Tyres folder to point to the correct folder. MaxSCL will try to load the tyre data from that folder firtst (if set) and from the bikes folder after.
- Open the .scl file of the bike.
- Play around with the buttons to edit the file: add samples, add points, ... try to understand how each action is reflected in the text editor.
- You can edit directly the text in the editor: just do a Ctrl+U to update after any change you do in the editor.
- Play the thing to hear how it sounds. You can use the mouse or any connected joystick/joypad/input device (with analog axis) to control the throttle.
NOTE: you can open the files from GPB/MXB default bikes, but you won't be able to hear any sound as the samples (*.wav) are encrypted. Anything else should work.
NOTE: the tool can't open .pkz files, so the tyres files must be uncompresed.
<RESERVED FOR FAQ>
Thanks Max. Great work again. Look forward to playing with it when I get time lol.
Have a great vacation buddy
DD
Brilliant! Nice one Max!
I'll have fun giving this one a try... I'm hoping it will help me come up with a good sound file for my OW60....
Thanks Max! ;D 8)
Hawk.
thx very much Max, we will give this a try for sure.
Have a nice Holiday.
EW GUUUD! Testing right now! Thanks again Max!
Edit:
Few bugs on the save system and adjustment between both scl text and program windows.
Very professional looking app. you have created, very slick looking interface and a much needed mod tool.
Be nice to have something similar for bike geometry and physics as this seems as mysterious as the sounds and i do wonder if some of the in-sim handling issues are down to the models rather than the engine. I have seen a few of the on-bike shots that seem to suggest very strange front end arrangements.
Quote from: h106frp on February 22, 2015, 12:48:58 PM
Very professional looking app. you have created, very slick looking interface and a much needed mod tool.
Be nice to have something similar for bike geometry and physics as this seems as mysterious as the sounds and i do wonder if some of the in-sim handling issues are down to the models rather than the engine. I have seen a few of the on-bike shots that seem to suggest very strange front end arrangements.
+1
Totally agree with you on your conclusion. ;)
Hawk.
PS: I presume you mean "Model" as in geometry model? And "Engine" as in the core programme physics engine? :)
Quote from: h106frp on February 22, 2015, 12:48:58 PM
Be nice to have something similar for bike geometry and physics
Likely, I'll take a break from 10pm-2am coding :)
For the physics, more than a tool people need a guide, something that explains what does what.
Doing trial & error blindly (let's multiply this by 2, see what happens, if not good divide it by 4) may occasionally stumble on something good, but it surely isn't a good way to go.
However, GPB level of sophistication requires the modder to have some basic understanding of physics, mechanics and ... well, bikes :)
No tool can compensate for these.
MaX.
Wow Max, thank you, it looks just great.
Ill give it a go as soon as i have some time to mess around
Quote from: Hawk_UK on February 22, 2015, 01:02:20 PM
Quote from: h106frp on February 22, 2015, 12:48:58 PM
Very professional looking app. you have created, very slick looking interface and a much needed mod tool.
Be nice to have something similar for bike geometry and physics as this seems as mysterious as the sounds and i do wonder if some of the in-sim handling issues are down to the models rather than the engine. I have seen a few of the on-bike shots that seem to suggest very strange front end arrangements.
+1
Totally agree with you on your conclusion. ;)
Hawk.
PS: I presume you mean "Model" as in geometry model? And "Engine" as in the core programme physics engine? :)
Yes, those were what i meant to describe. It would be nice at the simplest level if the bike could be read in as the sim-engine does and display the geometry, centers of mass, thrust lines, suspension travels etc so that you could be sure they all at least make sense to the modeller. If we compare to real life, for a race bike these are all items that are finely adjusted to ensure the bike works as intended. I was really wondering what small errors in rake/trail angles or suspension mounting point angles might cause for the bike in the sim - i was just guessing the outcome gets worse 'in-sim' as the GPB physics model becomes more highly honed and sensitive to these values..
Quote from: h106frp on February 22, 2015, 05:24:53 PM
It would be nice at the simplest level if the bike could be read in as the sim-engine does and display the geometry, centers of mass, thrust lines, suspension travels etc so that you could be sure they all at least make sense to the modeller.
Isn't that already doable with the current bike tools ?
I didn't play a lot with them but IIRC that's what the bike goem tool does.
MaX.
Quote from: Wh1t34Gl3(SAS) on February 22, 2015, 11:36:25 AM
Few bugs on the save system and adjustment between both scl text and program windows.
Please report them, I'll have a look.
MaX.
Hey, MaX, I'm working wit your tool for sounds in Kart Racing-Pro, and when I load a .scl file from KRP, there is an error:
"Unable to parse file:
E:/Program Files (x86)/Kart Racing Pro/engines/i_kf1/i_kf1.cfg
Unable to parse parameter "TYPE" (<string>) in section"
Does this tool not work with the encoding of KRP's files?
Thanks for the tool! Looking forward to a response!
Quote from: Corrie on February 28, 2015, 05:39:05 PM
Hey, MaX, I'm working wit your tool for sounds in Kart Racing-Pro, and when I load a .scl file from KRP, there is an error:
it will not work with anything except GPB at the moment.
The reason is that I need to parse the physics files (tyres, and .cfg of th ebike/car/kart) to get the gear ratios, masses and inertias.
So at the moment it's GPB only. In the future, it should be relatively easy to adpt it to KRP, WRS and MXB.
MaX.
Sorry max, i can't find the word to describe that. But there's i saw the program side and the scl text box have difficulties to adapt themselves and sometimes, saves don't take in memory the new parameters.
Quote from: Wh1t34Gl3(SAS) on February 28, 2015, 09:53:45 PM
Sorry max, i can't find the word to describe that. But there's i saw the program side and the scl text box have difficulties to adapt themselves and sometimes, saves don't take in memory the new parameters.
You can try in french, if it's any easier.
Anyway, do you understand correctly how the thing works ? When you modify the text in the editor, nothing is taken into account until you "Update" (ctrl+u). That's why in the editor panel you have an "{UPDATE}" thing appearing as soon as you touch the text editor.
MaX.
Cannot find words in french either, or i would be able to answer. ^^'
Yes i understood how it worked, not really long to, only the settings are quite difficult to adjust.
Quote from: Wh1t34Gl3(SAS) on March 01, 2015, 05:08:48 PM
Cannot find words in french either, or i would be able to answer. ^^'
Well, you can appreciate it's gonna be a bit difficult for me to help in that case.
Quote from: Wh1t34Gl3(SAS) on March 01, 2015, 05:08:48 PM
Yes i understood how it worked, not really long to, only the settings are quite difficult to adjust.
I'm lost: did you find a bug in the tool or you're just having trouble obtaining what you want ?
MaX.
I'm a little lost in all of that.. :\
I don't have trouble using it, if i have some, it's only because i'm bad at it, not your program's fault.
Just reported minor bug in program/scl text box. Sometimes, parameters can be set in the program side, sometimes it doesn't save, so we are obliged to set them in the text box then ctrl-u.
And sometimes, saving in one doesn't save in the other.
*mindblow*
Again, nothing to be worried of, it doesn't stop me to reach my goal. :)
Quote from: Wh1t34Gl3(SAS) on March 01, 2015, 11:16:24 PM
Just reported minor bug in program/scl text box. Sometimes, parameters can be set in the program side, sometimes it doesn't save, so we are obliged to set them in the text box then ctrl-u.
And sometimes, saving in one doesn't save in the other.
I still think you haven't understood how it works (but it's not entirely your fault).
If you edit the text manually, then you have to do a ctrl-u (update) to have your changes taken into accuont.
If you change some parameters in the lineedit fields (above the text editor), then the changes are immediately taken into account, the editor is updated, but the file is not saved: you have to do a ctrl+s for that.
There's only one "save", and it regards the text editor: it saves the content to a file. There's no such a thing as "saving in one doesn't save in the other". The "save" command is a "text edit" command and it's unique.
One way to understand how the whole thing works: take the provided example .scl and look how the thing reacts to changes in the text editor (as soon as you do a change you'll see, aside the file name, a '*' indicating the file is modified an needs to be saved an a 'UPDATE' indicating that you've done changes not yet taken into consideration (so you need to do a ctrl-u).
If you still find something suspect and describe the exact steps I will have a look: a bug is always possible.
I was sure that having two ways to modify the same thing would have been a source of confusion, but I haven't figured out a better way to present the thing.
MaX.
I have understood how it works. I have no problem editing everything. When i'll have time and new sounds i'll try and see if it happens again. Count it as nothing for now.
v1.1 out.Clarification: RefPitch is only used to show the sample's Min and MaxPitch in RPM: MinPitch_in_RPM = MinPitch * RefPitch * MaxRPM (same for MaxPitch_in_RPM).
In v1.0 of MaxSCL, when showing all values in RPM and changing the RefPitch, the Min/MaxPitch (absolute, not RPMs) were automatically adapted to keep their corresponding values in RPM unchanged. Maybe this is too confusing, so in v1.1 I've put a button to do that. The idea is:
- You define the sample volume envelope (in particular, it's first and last point)
- You set the sample RefPitch (absolute or in RPM)
- You click on recompute and the min/maxPitch of the sample are set so that their value in RPM matches the envelope start and end points (in RPM).
If later on you modify the volume envelope's 1st and/or last point, just clicking again on "recompute" will fix the min/maxPitch accordingly. Should be clearer like this.
Also, RefPitch is now optional when parsing a .scl, so that .scl with no refPitch can still be loaded and played (refPitch will default to 1.0). Be careful however: if no refPitch is set, the recompute of min/maxPitch will likely not be correct. Not a big deal: if you don't know what your refPitch is, you're doing tricky things anyway :)
MaX.
Thank you.
there are some missing files in the folder, i took them from V1.0 ;)
libsndfile-1.dll
sfml-audio-2.dll
sfml-system-2.dll
sfml-window-2.dll
Quote from: Warlock on April 23, 2015, 12:17:09 AM
there are some missing files in the folder, i took them from V1.0 ;)
Smart move. Yours, not mine. I guess I was ... err .. distracted :)
It's now fixed. Thx for reporting.
MaX.
Any idea why i would not have any sound?
Demo file loads and plays OK but no audio output. I get a slider added to the win sound mixer but i cannot hear any output.
Win7 64 bit and realtek on board HD audio.
Thanks.
Ouch, no, no idea really.
Using v1.1 ? Clean install from the archive ?
Can you post a video showing you using the tool with the windows sound mixer open ?
MaX.
Don't panic!
Went back to the included demo sound file and it plays OK now :)
I was looking at the RGV500 file and have no sound with that file ???
Now to work out how the sound file works.
Pheew !
MaX.
This is Googles finest message and a bloody good idea. Let them infect themselves haha.
(http://i66.tinypic.com/dwpe0l.png)
I will try again when at my 'proper PC' not my work one, later. I was impatient to get volume-tweaking insights!
Yeah, I have to take care of this as soon as possible.
It's just a false positive on Qt 5.5 libraries, how annoying ...
MaX.
Replaced Google Drive download link with Mega download link (due to false positive virus detection on Google Drive).
MaX.
P.S.
If you want to check that the file has no virus, you can download it and check it on virustotal.com (http://virustotal.com) (free).
There's only 1 AV out of 55 that thinks it's a virus (ClamAV, I've contacted them and notified about the false positive).
Thanks Max.
HornetMaX, I just spotted this topic..
Are you still planning on updating this tool to work with MX-B?
Quote from: TheFatController on December 02, 2015, 07:28:48 PM
HornetMaX, I just spotted this topic..
Are you still planning on updating this tool to work with MX-B?
Not high priority in my list but yes, should not be too hard. I'll have a look once MXB beta4 is out.
Awesome.. Fingers crossed we should start seeing more in the way of custom bike's soon ;)
Thank you very much!
Hi max im getting this error when opening an engine.scl file from a beta8 bike.
Does the software need an update to parse that RATIO parameter?
Thank you
(https://dl.dropboxusercontent.com/u/100893791/maxscl.jpg)
Quote from: Warlock on February 29, 2016, 09:12:41 PM
Hi max im getting this error when opening an engine.scl file from a beta8 bike.
Does the software need an update to parse that RATIO parameter?
Definitely :)
Will do.
Thank you m8 :)
up! ;D :P
I know, I know, sorry. I'm had to finish a couple of things in MaxHUD and I just started to work on another GPB-related thingy so I'm a bit short on time: past 6 days average sleep = 4hrs/night :)
But it's definitely on my todo list, as I was planning to make it compatible with MXB too, so ...
Thanks m8
Just a reminder ;)
Didn't forget you Warlock. Before this week (I'm on holiday) I had 30min to have a look: the ratio thing was fixed in 5min (including making it parse both b7 and b8 formats for the ratio), but I've discovered another annoying difference. The tyre model is now referenced via a tyre ID instead of a tyre file name. This means that given a tyre ID, I have to open each tyre file to find the one with the proper ID. Not hard, just boring code.
Why has that been changed ? I don't see any possible benefit.
Anyway, will work on it next week likely.
Hey , i missed this one, thank you man.
Don't worry , take your time, in the meantime i'm working the old fashioned spreadsheet way :P
v1.2 out:
- Now compatible with GPB beta8
- Now compatible with MXB beta4
Nice! Thank you Max! ;D 8)
Hawk.
Thank you Max ! :)
Just found out you can only have 10 samples in a layer. More than this and it will not play the higher number samples - just silence in game even though it works in MaxSCL
Maaax...this tool doeasn't work with beta 12...pleeease, update it
Quote from: andrea.fiorelli on September 02, 2017, 01:33:27 PM
Maaax...this tool doeasn't work with beta 12...pleeease, update it
Right, PiBoSo has changed a tiny thing in the referencing of the tyres data in the bike's .cfg, so I need to have a look.
v1.3 out:
- Now compatible with GPB beta12
- Not compatible with MXB beta6: keep on using v1.2 for that
Thanks Max! Speedy update as always mate... Much appreciated! ;D 8)
Quote from: HornetMaX on September 02, 2017, 11:05:09 PM
v1.3 out:
- Now compatible with GPB beta12
- Not compatible with MXB beta6: keep on using v1.2 for that
Hi Max.
The MaxSCL v1.3 try to open the old .cfg tyre file in the same directory of the bike and can't be open the .scl
GP Bikes Beta 12 change the tyre files to a new "tyres" folder separate of the bike folder.
Quote from: Manu on September 03, 2017, 09:58:22 AM
Hi Max.
The MaxSCL v1.3 try to open the old .cfg tyre file in the same directory of the bike and can't be open the .scl
Hi Manu,
it was like this in the previous version too: you have to have all the needed files in the same folder. These are:
- the bike's .cfg and all its .engn files
- the tyre's .cfg and all the .tyre files
- all the bike's .scl files and .wav files
I'd advise to copy these files to a separate folder and une MaxSCL in that folder. Once done, copy back the .scl (the only thing MaxSCL changes) to the real bike folder.
If MXB beta5 uses the same conventions as GPB beta12 (very likely) and there's no new stuff, I may look into making MaxSCL work directly from GPB folders (bit of a PITA now that we have a separate mods folder, eventually).
This may seem like a silly question, but, how does one use this tool on the *.pkz bike files?
Quote from: uberslug on September 03, 2017, 11:06:07 AM
This may seem like a silly question, but, how does one use this tool on the *.pkz bike files?
You unzip the .pkz somewhere.
Quote from: HornetMaX on September 03, 2017, 10:09:18 AM
Quote from: Manu on September 03, 2017, 09:58:22 AM
Hi Max.
The MaxSCL v1.3 try to open the old .cfg tyre file in the same directory of the bike and can't be open the .scl
Hi Manu,
it was like this in the previous version too: you have to have all the needed files in the same folder. These are:
- the bike's .cfg and all its .engn files
- the tyre's .cfg and all the .tyre files
- all the bike's .scl files and .wav files
I'd advise to copy these files to a separate folder and une MaxSCL in that folder. Once done, copy back the .scl (the only thing MaxSCL changes) to the real bike folder.
If MXB beta5 uses the same conventions as GPB beta12 (very likely) and there's no new stuff, I may look into making MaxSCL work directly from GPB folders (bit of a PITA now that we have a separate mods folder, eventually).
But Beta 12 don't work like this.
beta 12:
the bike's .cfg and all its .engn files (same folder as bike)
the tyre's .cfg and all the .tyre files (new tyres folder separate of bike folder) new in beta 12all the bike's .scl files and .wav files (same folder as bike)
Somewhere in the dark recesses of my mind I remember using PKZip and, I think, it had the option of using the pkz extension. I recently googled pkz and it came back with 'Winoncd Images Mask File'. I typically use 7-Zip and it unpacked fine. I just saw where simply renaming the *.zip file to *.pkz works when stitching it all back together.
Thank you for your patience.
Yup, A .pkz file is simply a re-named .zip rile. And only a .zip file, not a .rar, .7z or any other compressed file.
So here's another silly question. Is it just a matter of separating out the tyre files into their own pkz files when taking a 11b bike and making it 12b compatible? I ask because my preferred CBR600RR has not been updated yet and I may want to take a stab at upgrading it to 12b [for my own use, of course].
No, it requires a bit more work than that to get to bike work.
If you are reffering to the CBR Cup bike, Speak to Blackheart / the IMT modders. They own that bike.
The R6 Cup bike however will be ready soon.
Quote from: matty0l215 on September 03, 2017, 12:17:40 PM
No, it requires a bit more work than that to get to bike work.
If you are reffering to the CBR Cup bike, Speak to Blackheart / the IMT modders. They own that bike.
The R6 Cup bike however will be ready soon.
Let me correct you. CBR 600 RR and CBR 600 CUP pertain to me. ;D
They are/were BES bikes, But as i said, I belive Blackheart may be able to help you getting them updated.
Any idea when the CBRs will be available for 12b?
Quote from: matty0l215 on September 03, 2017, 12:31:52 PM
They are/were BES bikes, But as i said, I belive Blackheart may be able to help you getting them updated.
BES TEAM WAS FOUNDED BY ME AND NOW DOES NOT EXIST.
Quote from: uberslug on September 03, 2017, 12:33:21 PM
Any idea when the CBRs will be available for 12b?
I'm the owner of the BES TEAM mods that were published, therefore only me can update them to the beta 12. Blackheart can't do anything to help you.
CBR 600 RR and CBR 600 CUP coming soon to beta 12
Sorry Manu, My mistake.
Quote from: Manu on September 03, 2017, 12:04:08 PM
Quote from: HornetMaX on September 03, 2017, 10:09:18 AM
Quote from: Manu on September 03, 2017, 09:58:22 AM
Hi Max.
The MaxSCL v1.3 try to open the old .cfg tyre file in the same directory of the bike and can't be open the .scl
Hi Manu,
it was like this in the previous version too: you have to have all the needed files in the same folder. These are:
- the bike's .cfg and all its .engn files
- the tyre's .cfg and all the .tyre files
- all the bike's .scl files and .wav files
I'd advise to copy these files to a separate folder and une MaxSCL in that folder. Once done, copy back the .scl (the only thing MaxSCL changes) to the real bike folder.
If MXB beta5 uses the same conventions as GPB beta12 (very likely) and there's no new stuff, I may look into making MaxSCL work directly from GPB folders (bit of a PITA now that we have a separate mods folder, eventually).
But Beta 12 don't work like this.
beta 12:
the bike's .cfg and all its .engn files (same folder as bike)
the tyre's .cfg and all the .tyre files (new tyres folder separate of bike folder) new in beta 12
all the bike's .scl files and .wav files (same folder as bike)
I know beta12 doesn't work like this. What I'm saying is that to use MaxSCL you have to
manually put the necessary files in the same folder.
Look at the samlpes that come with MaxSCL (one is your bike :) ): you only put the necessary files in a separate folder to use MaxSCL.
Once you're done with MaxSCL, you copy the .scl file back to the bike folder.
So basically you have one "dummy" folder with all the files MaxSCL needs.
Understood, but this could be done in the previous version of MaxScl. What's new in v1.3?
Quote from: matty0l215 on September 03, 2017, 12:56:26 PM
Sorry Manu, My mistake.
The founder was Jorge.... *facepalm*
Quote from: Blackheart on September 03, 2017, 10:30:56 PM
Quote from: matty0l215 on September 03, 2017, 12:56:26 PM
Sorry Manu, My mistake.
The founder was Jorge.... *facepalm*
I believe Manu was stating that he was the owner of the Team
"MODS", not the actual founder of the Team itself. It is the Team
"MODS" that Matty was referencing. :P
Quote from: Manu on September 03, 2017, 12:41:41 PM
Quote from: matty0l215 on September 03, 2017, 12:31:52 PM
They are/were BES bikes, But as i said, I belive Blackheart may be able to help you getting them updated.
BES TEAM WAS FOUNDED BY ME AND NOW DOES NOT EXIST.
Quote from: uberslug on September 03, 2017, 12:33:21 PM
Any idea when the CBRs will be available for 12b?
I'm the owner of the BES TEAM mods that were published, therefore only me can update them to the beta 12. Blackheart can't do anything to help you.
CBR 600 RR and CBR 600 CUP coming soon to beta 12
HI IM HERE! >:(
Quote from: Blackheart on September 03, 2017, 10:30:56 PM
Quote from: matty0l215 on September 03, 2017, 12:56:26 PM
Sorry Manu, My mistake.
The founder was Jorge.... *facepalm*
You speak without knowledge. The idea to create the bes team was mine. thecrivi28, jorge and paco pastor joined the project. I'm create the mods and the rest to test them. Jorge made the request of the team subforum could have done either. Later he joined blackheart contributing his cbr1000 project.After a strong discussion Jorge left the project together with blackheart. Jorge in revenge changed the moderator password and disappeared. Bes team subforum has been inactive since then and therefore as creator of published mods excepting the blackheart cbr1000 I am responsible for them. Now the subforum has been removed and I am going to rescue my bikes.
Quote from: Manu on September 04, 2017, 10:07:56 AM
You speak without knowledge. The idea to create the bes team was mine. thecrivi28, jorge and paco pastor joined the project. I'm create the mods and the rest to test them. Jorge made the request of the team subforum could have done either. Later he joined blackheart contributing his cbr1000 project.After a strong discussion Jorge left the project together with blackheart. Jorge in revenge changed the moderator password and disappeared. Bes team subforum has been inactive since then and therefore as creator of published mods excepting the blackheart cbr1000 I am responsible for them. Now the subforum has been removed and I am going to rescue my bikes.
I hate the OTs but...
This is wrong, I had abandoned the team alone not with Jorge, dunno nothing about him.
Anyway I do not care nothing about bikes not created by me. ;D
Hi,
Thank you for the tool.
I've got a little problem:
I use the provided sample to see how it works and now I want to use a sample of mine replacing ON_idle and/o OFF_idle.
When i launch PLAY all is ok but the idle rpm seems very high compare to my original wave sound, so i change refPitch, originally 3719, to 3000 or 4000 or anything else and there is no more sound at idle. I try to put 3719 (original setting) an nothing change. I use Enter and Ctrl+U each time I change something there.
I also tried to change the volume, so for idle => Layer0 Sample0 or Layer1 Sample0, three values, but nothing changed even when setting is 50.000000.
What do I wrong ? Is the idle base rpm elsewhere than the cfg file we need in mascl ?
You can find my idle wav in attachements
Edit I can't post the wav here because to heavy so a link:
https://mega.nz/#!s7whCJRS!Znnr7oCXnJVl1OqyHoTDfWgurLL-ub0BSfXYxHFn4L0 (https://mega.nz/#!s7whCJRS!Znnr7oCXnJVl1OqyHoTDfWgurLL-ub0BSfXYxHFn4L0)
Quote from: janaucarre on October 18, 2017, 10:00:46 AM
Hi,
Thank you for the tool.
I've got a little problem:
I use the provided sample to see how it works and now I want to use a sample of mine replacing ON_idle and/o OFF_idle.
When i launch PLAY all is ok but the idle rpm seems very high compare to my original wave sound, so i change refPitch, originally 3719, to 3000 or 4000 or anything else and there is no more sound at idle. I try to put 3719 (original setting) an nothing change. I use Enter and Ctrl+U each time I change something there.
I also tried to change the volume, so for idle => Layer0 Sample0 or Layer1 Sample0, three values, but nothing changed even when setting is 50.000000.
What do I wrong ? Is the idle base rpm elsewhere than the cfg file we need in mascl ?
If you change the refpitch, values of min/maxpitch are recomputed in a way that essentially preserves the current sound.
This because refpitch is usually something known, so there's little reason to change it.
To do what you want to do, you should use one of the two methods:
- change min/maxpitch (in your case, chnaging maxpitch should do it), or
- enter the new refpitch then press the small calculator button beside the min/maxpitch fields to auto-compute the min/maxpitch values according to the new refpitch and the rpm limits
Volume values are between 0 and 1 :)
Thank you for answer to me.
I think I'm a bit stupid but i need more assistance.
- I open MaxSCL, I load engine.EX.scl, all is OK
- I close MaxSCL
- I put my idle sound in place of OFF_Idle_EX.wav, I load engine_EX.scl, my sound is good even the volume is to much lower but that's my fault.
Now i try what you tell me before:
- change min/maxpitch (in your case, chnaging maxpitch should do it) for layer 1 sample 0 wich corresponds to Off_Idle_EX.wav
- I put 2000 to MaxPitch and save
- close MaxSCL
- Launch MaxSCL
- press Play
Nothing changed, the idle rpm is exactly the same as before, about 2900 RPM
When you edit the .scl in the text editor you need to press the "Update" button to transfer the changes to the UI fields.
The other way around, if you modify a field in the UI (e.g. the maxPitch), that change is considered immediately (i.e. if you play the .scl you can hear the difference) but it's not saved to the text file: to do that you need to use the save button/command.
Whenever you change a field you have a small (*) that shows that your changes are not yet saved to the .scl file.
If you quit with a still dirty file you have a pop-up that asks you if you want to save or lose your changes.
I appreciate enthusiasm is low but as this tool is essential for engine sounds editing could you consider at least one more build with;
a) new tyre directories linked
b) add the ability to mute layers or individual samples during replay
Both fair requirements, they'll be on top of todo list (if I touch this stuff again).
Hi MaX, I've just come to use this for MXB for the first time and am encountering a problem. It can't seem to load the audio files, even the sample (which I extracted to a folder on my desktop).
I wonder if somethings changed since you last made this tool compatible?
I get:
W 52: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onidle.wav"
W 53: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onverylow.wav"
W 54: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onlow.wav"
W 55: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onmid.wav"
W 56: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onhigh.wav"
W 57: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_idle.wav"
W 58: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offidle.wav"
W 59: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offverylow_2.wav"
W 60: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offlow_3.wav"
W 61: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offmid_4.wav"
W 62: Unable to load sample: "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offhigh_2.wav"
W 63: BIKE infos:
W 64: Total mass [Kg]: 96.800000 [166.800000 with rider]
W 65: Engine map: "race"
W 66: Max torque: 42 Nm @ 7646 RPM
W 67: Max power : 48 Hp @ 8177 RPM
Quote from: TheFatController on May 07, 2018, 05:49:39 AM
Hi MaX, I've just come to use this for MXB for the first time and am encountering a problem. It can't seem to load the audio files, even the sample (which I extracted to a folder on my desktop).
1st post of this thread: samples coming from MXB default bikes (same for GPB) are encrypted hence the .wav won't load.
They are provided anyway to show how a proper .scl should look like.
The .scl of a mod bike should load just fine.
Quote from: HornetMaX on May 07, 2018, 06:24:35 AM
Quote from: TheFatController on May 07, 2018, 05:49:39 AM
Hi MaX, I've just come to use this for MXB for the first time and am encountering a problem. It can't seem to load the audio files, even the sample (which I extracted to a folder on my desktop).
1st post of this thread: samples coming from MXB default bikes (same for GPB) are encrypted hence the .wav won't load.
They are provided anyway to show how a proper .scl should look like.
The .scl of a mod bike should load just fine.
Damn, I knew that too.. It's just been a long time since I tried to mess with sounds.
Thanks MaX :)
Anyone got this tool to work with beta 13? Because I'm not able to load the scl file of any of the modded bikes I've got. It fails to open the .cfg file and gives an error about the tyre file (Unable to parse file: xxxxx.cfg Bad tyres file in section /TYRES.)
Edit: Just found this post: http://forum.piboso.com/index.php?topic=5611.0
Quote from: JohnnoNinja on May 17, 2018, 02:19:01 PM
Anyone got this tool to work with beta 13? Because I'm not able to load the scl file of any of the modded bikes I've got. It fails to open the .cfg file and gives an error about the tyre file (Unable to parse file: xxxxx.cfg Bad tyres file in section /TYRES.)
Edit: Just found this post: http://forum.piboso.com/index.php?topic=5611.0
Or that one: http://forum.piboso.com/index.php?topic=2082.msg79567#msg79567 (http://forum.piboso.com/index.php?topic=2082.msg79567#msg79567)
v1.4 out (2018/07/16):
- For GPB beta14, should work for MXB beta8 too (haven't checked too much though).
- Added buttons to mute/unmute a sinlge sample or layer. Note that the mute status i snot saved to the .scl file.
- Added support for tyres folder. If a bike uses shared tyres (e.g. the bike 'MotoGP_2017_HONDA_RC213V_MDL1' uses tyres 'Michelin_MotoGP_17'), you must set the 'Tyres folder': from the main window, use menu Main/Tyres folder to point to the correct folder. MaxSCL will try to load the tyre data from that folder firtst (if set) and from the bikes folder after.
I've added a PayPal donate button in the 1st post 8)
Probably a really stupid question, but whenever I try to load the some scl files, I don't get any sound when playing. Am I missing something obvious, as some sounds work and others not so?
Quote from: Myst1cPrun3 on December 08, 2018, 12:02:03 AM
Probably a really stupid question, but whenever I try to load the some scl files, I don't get any sound when playing. Am I missing something obvious, as some sounds work and others not so?
From the 1st post in this thread:
Quote from: HornetMaX on February 22, 2015, 01:07:54 AM
IMPORTANT: some samples are provided in the Samples folder (just from GPB, but it's the same for MXB).
Notice that you will be able to load the default bikes (e.g the 'murasama_rc990_03' for GPB) but you won't be able to "play" the sounds, as the .wav of the default bikes are encrypted. The samples are provided anyway:
- to show how a properly done .scl is: you can replace the default (encrypted) .wav with your own ones and play with them.
- to show which files are needed by the tool. Basically the .scl, the bike.cfg, the .engn (all of them, if more than one), the tyreset .cfg, all the .tyre and all the .wav referenced by the .scl.