MGP21 MotoGP 21 Modding Tutorial

IMPORTANT: Following a recent umodel update, it is now possible to export models from the game.

This thread will teach you the very basics of modding the MotoGP games, I am going to try and explain more things this year but to start with we'll just stick to the basics.

Requirements:
1) Download these tools: https://www.racedepartment.com/downloads/motogp-21-modding-tools.42020/
2) You need Umodel (a.ka UE Viewer): https://www.gildor.org/en/projects/umodel
3) You need Unreal Engine Editor 4.25:
https://www.epicgames.com/unrealtournament/download
4) Also make sure you have Python 2.7 installed:
https://www.python.org/download/releases/2.7/

Text tutorial:
First of all we'll start with a bike skin as it's the main thing people want to edit and it's super easy, but once you understand the process you can try with something else.

Section 1: Export
-Launch Umodel
- Copy the path to MotoGP 21 into the text box (Normally it is: C:\Program Files (x86)\Steam\steamapps\common\MotoGP™21 or wherever you have installed it).
- Don't try to navigate to it as you'll have issues, just copy the path directly into the text box.
- Select "Override Game Detection"
- Select "Unreal Engine 4" And "Unreal Engine 4.25 Plus"

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Then hit OK.
- You'll now have a window with all the directories of the game. Navigate to: motogp21\Content\assets\graphics\vehicles\bikes\cat001\chassis\chassis101'

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If you're unsure of the ID of the bike you want to edit click on textures and then on "livery001.uasset".
This will load the first texture of the bike so you can see if this is the bike you want to edit.

It will display something like this:

unknown.png


If you want to return to the previous screen press "O" and it will exit the preview.

- Once you have found the texure you want to edit click on "Tools->Export current object" and Umodel will export the texture currently being viewed.
-Umodel will automatically create a folder called "UmodelExport" located where Umodel.exe is.
You can now find the texture (.tga format) and edit it!

Section 2: Import back in game
Part 1: Prepare your modded textures.
Basically we need to convert our modded .tga texture to .uasset.
- Launch Unreal Engine editor.
- Select Games.
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- Select Blank Project.
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- Select no starter content, choose a path to save the project to and then you can name it whatever you want. I'm going to call mine "Tutorial".
- Click on Create Project.
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- Drag your modded texture here:
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- Double Click the texture and change the Mip Gen setting to "NoMipmaps", this is so the texture doesn't appear blurry in game before loading fully.
unknown.png


- Click on File->Save all. This way you will not need to create a new project next time.
- Close texture window to return to the previous screen.
- Click on File->Cook content for windows. Wait till it finishes. You can close Unreal Engine now!
Part 2: Repack.
Go into "MotoGP 21 Modding Tools" folder from the rar. There you will see a folder called "motogp21". Inside it, you need to create the same Directory where you extracted the file from in Umodel:
"motogp21\Content\assets\graphics\vehicles\bikes\cat001\chassis\chassis101\textures"
Create the missing folders.
- Go to the location you saved the project to earlier (by default it will be "Documents\Unreal Projects\Name")
- Then from there go to "Saved\Cooked\WindowsNoEditor\Name\Content" here you will find the files Unreal Engine cooked for you. You should have 2 files. Copy BOTH of them into "motogp21\Content\assets\graphics\vehicles\bikes\cat001\chassis\chassis101\textures".
We're almost done!
- Now go back to the “MotoGP 21 Modding Tools” folder and double click repack command.bat
Once it's done (it's quick), you will have a file called "pakchunk0-WindowsNoEditor_X_P.pak". Replace the X with something else, like "pakchunk0-WindowsNoEditor_MyMod_P.pak"
Copy the pak file you created and paste into:
C:\Program Files (x86)\Steam\steamapps\common\MotoGP™21\motogp21\Content\Paks
or wherever you have installed the game. Make sure you copy it where all the other pak files are.
You're done! Check your mod in game.
 
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It doesn't create it at all mate. All I want is those logos i posted and then i can share them on here with others who might use them and shout out the person that could do it for me.
 
Yeah I do i installed all i needed to. If you or someone else could do it for me I would be greatful. I can post the download link to it then and thank whoever does it for me. And maybe even donate a litle something to that persons paypal
 
hello! I have some problems with UE4 viewer. I already import the new bike and wearpack skin. It works in the game, but when I open the UE viewer to do a double check, the bike skin isn't there, but the wearpack is there. May someone let me know where's the problem?
 

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hello! I have some problems with UE4 viewer. I already import the new bike and wearpack skin. It works in the game, but when I open the UE viewer to do a double check, the bike skin isn't there, but the wearpack is there. May someone let me know where's the problem?
Sometimes UE Viewer loads the pak files in a different order of priority than the game does.

If it works fine in game then don’t worry about it, but it’s probably down to the naming of the pak file.
 
hi
i have a issue with repack command.
it don't create the windows no editor, i follow the procedure but does,t work.
pyton is installed.
thanks
 

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hi
i have a issue with repack command.
it don't create the windows no editor, i follow the procedure but does,t work.
pyton is installed.
thanks
Is it python 2.7?

Also the “Content” folder is missing, there should be a folder called Content inside the “motogp21” folder.
Then the “assets” folder goes inside the “Content” folder

Maybe try naming the “motogp21” folder to be all lowercase aswell
 
Is it python 2.7?

Also the “Content” folder is missing, there should be a folder called Content inside the “motogp21” folder.
Then the “assets” folder goes inside the “Content” folder

Maybe try naming the “motogp21” folder to be all lowercase aswell
in effect I made this mistake, now I can see the changed number.
where can i find the preview files?
 
I've got a question: As I would like to get into modding the MotoGP games, I just wanted to ask if someone could explain to me how you can edit driver names or how to swap them? I really want to do some driver transfers after each season of career mode, so that it isn't becoming that boring, so it would be awesome if someone could help me out there.
 
I've got a question: As I would like to get into modding the MotoGP games, I just wanted to ask if someone could explain to me how you can edit driver names or how to swap them? I really want to do some driver transfers after each season of career mode, so that it isn't becoming that boring, so it would be awesome if someone could help me out there.
If you PM me I’ll try to explain it :)
 
So, my problem is with the rider number, i have changed all files that i found about the 83 number for a custom 52 that i had done, but it didn't change everything within the game. Someone know were is it those textures?

1632010909443.png
Success
1632011132160.png
Success
1632010986787.png
Fail
1632011024821.png
Fail
1632011332938.png
Here i dont know if is a texture or a info that need to be changed

Textures that i changed:

motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\Pilot\Number_Big
motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\Pilot\Number_Small
motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\RiderCustomization\Numbers
motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\RiderCustomization\StockNumbers
motogp21\Content\assets\graphics\vehicles\bikes\bikeShared\bikes_stand\textures\StockNumbers

Edit: I have founded the 3º and 4º image textures, now i just need to know how to change the number in the info of the game.
1632014370768.png
Like this and the 5º image
 
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So, my problem is with the rider number, i have changed all files that i found about the 83 number for a custom 52 that i had done, but it didn't change everything within the game. Someone know were is it those textures?

View attachment 504000Success
View attachment 504003Success
View attachment 504001 Fail
View attachment 504002Fail
View attachment 504004Here i dont know if is a texture or a info that need to be changed

Textures that i changed:

motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\Pilot\Number_Big
motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\Pilot\Number_Small
motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\RiderCustomization\Numbers
motogp21\Content\assets\ui\bitmaps\UHDDynamicRes\RiderCustomization\StockNumbers
motogp21\Content\assets\graphics\vehicles\bikes\bikeShared\bikes_stand\textures\StockNumbers

Edit: I have founded the 3º and 4º image textures, now i just need to know how to change the number in the info of the game.
View attachment 504020 Like this and the 5º image
You’ll have to change it in the database I believe
 
Game is just used instead of Content in umodel, I don't know why. But when you create your own pak files, use Content instead otherwise it won't work
I have a problem and I think is related to that. The first time I created the pak using "Game" inside the "Content" folder. I then changed it to make it look exactly as the path you texted in the tutorial but I think I have a problem with the packer because alwaysgives me a "0 KB" pak file, which might be just empty because there's no result in game and there were 6 files in the textures folder following the previous path. (You say 2 files but for me there were an .UASSET, .UEXP, 2 .USHADDERBYTECODE and another 2 .JSON. None of them are 0 KB. Just to say that I just changed 1 livery, the "livery001_d.tga", that corresponds to Miller). Hope I explained well.
 
I have a problem and I think is related to that. The first time I created the pak using "Game" inside the "Content" folder. I then changed it to make it look exactly as the path you texted in the tutorial but I think I have a problem with the packer because alwaysgives me a "0 KB" pak file, which might be just empty because there's no result in game and there were 6 files in the textures folder following the previous path. (You say 2 files but for me there were an .UASSET, .UEXP, 2 .USHADDERBYTECODE and another 2 .JSON. None of them are 0 KB. Just to say that I just changed 1 livery, the "livery001_d.tga", that corresponds to Miller). Hope I explained well.
Ignore the USHADDERBYTECODE, just take the uasset and uexp. However if you are getting a pak file of size 0KB then yeah it's probably an issue with the repacker.

Could you send a screen shot of the folder where the repacker is located
 

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