I follow what the .pdf in the sdk folder says, but, I'm not sure if I'm doing it correctly. I put the .wav files for the car I'm doing in an assets folder, in the same way as the Abarth folder is organised. I duplicate the tatuus events folder, renaming it to the car I'm doing. I assign the events to a bank with the name of the car I'm doing, export the guids and build the bank. However, I'm not sure if what is emerging is what I put into the Assets folders.
I did a Countach and I'd extracted the .wavs from a mod for a Lamborghini SE Jota. All I wanted was the sound from that mod but with brake sounds that weren't Kunos. I extracted them from another mod that had sounds I liked, renamed them to what the Kunos ones were and put them into the common asset folder. They come through fine in the mod. What does sound very different is the engine, it just doesn't sound like it did when I put the SE Jota sound in the Countach originally. It sounds like an adapted Tatuus. When I extract the files in the bank, they are not the files I put into the asset folders.
What is happening!? Am I missing something!? Do you other modders not use the .fspro file in the SDK folder, do you start from scratch? If you do, how!?
I did a Countach and I'd extracted the .wavs from a mod for a Lamborghini SE Jota. All I wanted was the sound from that mod but with brake sounds that weren't Kunos. I extracted them from another mod that had sounds I liked, renamed them to what the Kunos ones were and put them into the common asset folder. They come through fine in the mod. What does sound very different is the engine, it just doesn't sound like it did when I put the SE Jota sound in the Countach originally. It sounds like an adapted Tatuus. When I extract the files in the bank, they are not the files I put into the asset folders.
What is happening!? Am I missing something!? Do you other modders not use the .fspro file in the SDK folder, do you start from scratch? If you do, how!?