it's not files, you have to launch your game with VltEd by nfsu360, find "caraudio" and "engineaudio_ng" categories, and after selecting the car you want to edit in the first category, just change "engineaudiong" and "exhaustaudiong" with names taken from second category.
Yes, but ... You have to use a hex editor (Hex Workshop, HxD, whatever else), and find specific values that are used to split each sound inside of the file - a text node "Gnsu20". Then, you copy that Gnsu20, and everything after it until the next one of them You then paste what you copied to new file, save as .GIN. I had a progam saved, that can convert the .gin into .wav to try listening to it. Then you put your file in the *game*/SOUND/ENGINE/GIN folder Next steps require VltEd or Vaultboy/Attribulator/"whatever heyitsleo names it". (i will speak how the steps work for Carbon, i know MW and earlier can be different) In "engineaudio" category, you can either create new node, or copy over an existing one (recomended por_car_gt) When it's pasted, and named as whatever you want, you change acceleration and deceleration (i think it was ginsu_accel and ginsu_decel?) for your new files Then you can fiddle around with the RPM range, ABK files, volumes, etc. Then you have to assign the node you worked on to a "caraudio" node (actual sound vehicle uses)
another month ago oh no #2 is in fact in the works, but so is another project that would be a far stretch from my current youtube content *and hopefully can help me make vids more often*
i think your ford gt version will sound perfectly on tuned car. Stock car should be
Engine: for_gt_a_eng
Exhaust: for_gt_a/kon_ccx_a
btw, nice video🤔
The TT sound would fit the Zonda R perfectly
hmm..is it possible to convert the classic ps2 car sounds into pc?
The PS2 ProStreet sounds are the same as the NFS Carbon sound files.
Somehow you managed to make the 350Z sound like it has a 2GR-FE. :O
how i can make an engine sound from zero
I have a question, which files do you change?
it's not files, you have to launch your game with VltEd by nfsu360, find "caraudio" and "engineaudio_ng" categories, and after selecting the car you want to edit in the first category, just change "engineaudiong" and "exhaustaudiong" with names taken from second category.
@@takigosciu thanks
There is a way to convert or extract NFS ProStreet TMX sounds files to GIN?
Yes, but ...
You have to use a hex editor (Hex Workshop, HxD, whatever else), and find specific values that are used to split each sound inside of the file - a text node "Gnsu20".
Then, you copy that Gnsu20, and everything after it until the next one of them
You then paste what you copied to new file, save as .GIN. I had a progam saved, that can convert the .gin into .wav to try listening to it.
Then you put your file in the *game*/SOUND/ENGINE/GIN folder
Next steps require VltEd or Vaultboy/Attribulator/"whatever heyitsleo names it". (i will speak how the steps work for Carbon, i know MW and earlier can be different)
In "engineaudio" category, you can either create new node, or copy over an existing one (recomended por_car_gt)
When it's pasted, and named as whatever you want, you change acceleration and deceleration (i think it was ginsu_accel and ginsu_decel?) for your new files
Then you can fiddle around with the RPM range, ABK files, volumes, etc.
Then you have to assign the node you worked on to a "caraudio" node (actual sound vehicle uses)
@@takigosciu do you have any tutorial how to do that? And this method works in .DAT files from NFS from Ghost Games?
@@takigosciu I converted the TMX to GIN, thanks for the help!
Cool car
year ago jesus fuck
another month ago oh no
#2 is in fact in the works, but so is another project that would be a far stretch from my current youtube content *and hopefully can help me make vids more often*
Ten Plymouth z początku to sex
first
Lamborghini Huracan:
Engine: lam_diablo
Exhaust: dodg_viper_a
second