Easiest is if you're using Content Manager - simply go to the content tab, select your car, and choose 'replace sound' and choose any car you wish.That's just what happens, any suggestions?
I'm not using Content Manager, I already changed the *.bank file name using the same name of the car folder (in this case "test_model.bank").Easiest is if you're using Content Manager - simply go to the content tab, select your car, and choose 'replace sound' and choose any car you wish.
If you don't have Content Manager you will have to do it manually. For that you will want to open your SFX folder for your car, change the name of your XYZ.bank file to whatever you want it to be (i think it has to match the folder name), then open the GUIDs.txt and replace whatever car you based it on (Formula K probably) with what you just you just named your bank file. Something like Notepad++ is best for this, you can replace every thing at once.
The acm_tutorial_basic car works in-game but not in the showroom, I tried to change only the *.kn5 files with mine, (I also modified the *.ini files), but that doesn't work.Everything done, but nothing changed.
At this point I have a question: does the car of the tutorial really work in-game?
I'll try it myself.
there isn't too much you actually can do wrong on the model. If its got all the needed Nulls/Empties, and if every mesh object has a corresponding material asigned to it (can be the same for everything), and if it loaded into the KSEditor and exported from there into kn5 format, it should be fine.Ok I understand, so I think that the problem should be my 3D model...![]()
[NODES]
WHEEL_LR=0
____WHEEL_LR=0
WHEEL_RR=0
____WHEEL_RR=0
WHEEL_RF=0
____WHEEL_RF=0
WHEEL_LF=0
____WHEEL_LF=0
BODY=0
I'm using 3DS MAX, I'm sure I created all the needed dummies/empties, infact I checked in the model of the guide, where am I wrong? I want to understand the problem so later I can make my original project (with the 3D model i wanted to use at first).
it's suppose to be like that. The 1st step in the tutorial is to address the simplest car possible.looking in the proview_nodes.ini (which the game or editor creates automatically), it appears like most of the needed empties are missing, all that's noted in there is this:
Yes, I know and I modified all the files as in the guide, the file "proview_nodes.ini" was exactly the same as the one of the car in the guide, but obviously mine has the names I put in my model.it's suppose to be like that. The 1st step in the tutorial is to address the simplest car possible.
And with those dummies only, the car works in-game. But one need to adapt the ini files also (small modifications, explained in the guide). If one'd just copy the formula_k data folder, of course it would not work.