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:

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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.
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- 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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Access granted, thanks mate
It's because you've cooked the file and then renamed it, you can't do that.

(Example: "sponsor012_002_d" was cooked as "DUCATIsponsor012_002_d" and then renamed)

The files need to have the correct name in unreal engine when they are cooked other wise they won't work.

Also, the reason your helmets aren't changing is because you've put the tga files in the pak instead of the cooked uassets.
 
It's because you've cooked the file and then renamed it, you can't do that.

(Example: "sponsor012_002_d" was cooked as "DUCATIsponsor012_002_d" and then renamed)

The files need to have the correct name in unreal engine when they are cooked other wise they won't work.

Also, the reason your helmets aren't changing is because you've put the tga files in the pak instead of the cooked uassets.
Ah I see, i think the problem with the helmets same as the livery. I renamed it cause I want to cook it all at once. I think I've done that method with gp20/ride4 and worked so I did again with gp21. Anyway thanks mate

But can I cook files with same name? Such as sponsors012_002 for ducati and the other one for honda?
 
Ah I see, i think the problem with the helmets same as the livery. I renamed it cause I want to cook it all at once. I think I've done that method with gp20/ride4 and worked so I did again with gp21. Anyway thanks mate

But can I cook files with same name? Such as sponsors012_002 for ducati and the other one for honda?
Yeah, you can put them in different folders. Just right click and create a folder to put one in and you can cook them
 
Yeah, you can put them in different folders. Just right click and create a folder to put one in and you can cook them
Thanks mate it works. Now I want to try to make custom livery using bike 3D model that you provide but it turns out that the livery texture from the 3D model different from the one that I extract from the game. Any suggestion?
 
Thanks mate it works. Now I want to try to make custom livery using bike 3D model that you provide but it turns out that the livery texture from the 3D model different from the one that I extract from the game. Any suggestion?
It shouldn’t be since I updated all the models to the newest versions. Which bike are you trying to edit?
 
@BIKER7202 thanks for all your work here. I just wondered, I'm more interested in performance mods than liveries (e.g. balancing AI abilities to my own by adjusting grip in corners or max speed on straights).
But is that possible by following your tutorial, or is it only graphical items that are accessible?

Thanks
 
@BIKER7202 thanks for all your work here. I just wondered, I'm more interested in performance mods than liveries (e.g. balancing AI abilities to my own by adjusting grip in corners or max speed on straights).
But is that possible by following your tutorial, or is it only graphical items that are accessible?

Thanks
The tools can be used to extract the files that control rider performance yes.

In umodel if you go to content\assets\data\gameplay\ai\aiskills.uasset and save it that’ll give you the ai performance file
 
Yeah the model in the pack is that version so when you paste the texture in it will fit on the bike
thanks mate, I've try it but now when I merge down shape/ picture in the 3d model it turns like this. when I try to place it directly in livery texture it's misalign. how to fix this? any suggestions? I really reallly want to make this livery
 

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thanks mate, I've try it but now when I merge down shape/ picture in the 3d model it turns like this. when I try to place it directly in livery texture it's misalign. how to fix this? any suggestions? I really reallly want to make this livery
That’s not an issue, you’re merging the picture onto the model so it paints onto the texture.
It probably won’t line up 100% correctly due slight differences in size and angle so that’s why stuff like the seat have been coloured too.
I tend to use the merging just get an idea of where the paint should go and then I’ll go around that area with the right colour.
 
That’s not an issue, you’re merging the picture onto the model so it paints onto the texture.
It probably won’t line up 100% correctly due slight differences in size and angle so that’s why stuff like the seat have been coloured too.
I tend to use the merging just get an idea of where the paint should go and then I’ll go around that area with the right colour.
about weird stuff like a tearing pattern, why is that happened when I merge?
 
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