SBK 22 Modding Tutorial

I found where it is, I just looked in the wrong folder xD. Now I have another problem, where I cant seem to export the file properly. I have attached a photo to how the file looks, when I open it trough umodel, just to know if I am doing it write. When I click on export and then export it, it seems as nothing happens. I have looked into folder, where it should have been exported and even tried exporting it somewhere else, but it doesnt export. Any suggestions, or things I am doing wrong?
 

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I found where it is, I just looked in the wrong folder xD. Now I have another problem, where I cant seem to export the file properly. I have attached a photo to how the file looks, when I open it trough umodel, just to know if I am doing it write. When I click on export and then export it, it seems as nothing happens. I have looked into folder, where it should have been exported and even tried exporting it somewhere else, but it doesnt export. Any suggestions, or things I am doing wrong?
You’ll need to save it rather than exporting as it’s not a texture or model
 
You’ll need to save it rather than exporting as it’s not a texture or model
Hey BIKER, I am currently trying to edit some values. In a tutorial for MotoGP 20 the guy said, that the maximum decimal value for any rider is 1.0 I have converted some values into decimals and it turned out, that Hafizh Syahrin for example has a dry minimum value of 1.00300002098 and a maximum of 1.00899994373. Is that possible. I saw, that the pattern has changed since MotoGP 20. Back then the value was A, G, B and ?(with pattern I mean the character behind the bytes of the value). I searched for that pattern, however I couldnt find it. However I found another pattern, that repeats for every rider and it was /, 2, - and 5. I assume, that maybe the pattern isnt right, or for some reason they made it, so that the maximum value for everything can be above 1. Can you tell me if my assumptions are right and if I am maybe doing anything wrong? I have also attached an image of the decoded text of the Hafizh values and have marked the values that I thing are the minDry, maxDry, minWet and maxWet values.
 

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Hi, can anyone help me? I would like to modify some liveries but I can't upload, or rather after saving the project in unreal engine, cooking it, and trying the repack it gives me an error, I checked several times but I don't understand where the error could be
Thank you
 

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Hi, can anyone help me? I would like to modify some liveries but I can't upload, or rather after saving the project in unreal engine, cooking it, and trying the repack it gives me an error, I checked several times but I don't understand where the error could be
Thank you
Sorry I didn’t see this before, believe we have sorted it elsewhere now
 
Hey BIKER, I am currently trying to edit some values. In a tutorial for MotoGP 20 the guy said, that the maximum decimal value for any rider is 1.0 I have converted some values into decimals and it turned out, that Hafizh Syahrin for example has a dry minimum value of 1.00300002098 and a maximum of 1.00899994373. Is that possible. I saw, that the pattern has changed since MotoGP 20. Back then the value was A, G, B and ?(with pattern I mean the character behind the bytes of the value). I searched for that pattern, however I couldnt find it. However I found another pattern, that repeats for every rider and it was /, 2, - and 5. I assume, that maybe the pattern isnt right, or for some reason they made it, so that the maximum value for everything can be above 1. Can you tell me if my assumptions are right and if I am maybe doing anything wrong? I have also attached an image of the decoded text of the Hafizh values and have marked the values that I thing are the minDry, maxDry, minWet and maxWet values.
Hex editing isn’t required anymore, the uasset editor can be used now
 
Yes, now i'm wondering how to change the helmet model for a single rider, switch from nolan to agv
You have to edit the helmet bindings file and then the customization data file of the rider

So you would open the bindings, find the rider let’s say it’s Jonathan Rea, find his name and edit the last part of his entry to 042 instead of (063? , can’t remember) but 042 is definitely AGV.

Then go to his corresponding customisation data file and edit all the helmet063 entries (not the material instances ones) to say helmet042
 
You have to edit the helmet bindings file and then the customization data file of the rider

So you would open the bindings, find the rider let’s say it’s Jonathan Rea, find his name and edit the last part of his entry to 042 instead of (063? , can’t remember) but 042 is definitely AGV.

Then go to his corresponding customisation data file and edit all the helmet063 entries (not the material instances ones) to say helmet042
I made it, but now I'm stuck again, it can load the AGV model, but keep use the 007 textures.
Can you find something wrong?
 

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I made it, but now I'm stuck again, it can load the AGV model, but keep use the 007 textures.
Can you find something wrong?
Yes, there are a quite a few issues. I think it is better to start from scratch as it'll be hard to unpick all of the mistakes.

Here's what is wrong though:
1 - DT_HELMET_Official

You've edited the bindings wrong, you should only have changed the last part as I said, it should look like this:
1729869106408.png


Also it seems you have edited the ID used for Oettl? (114 in base game but 118 in your screenshot)
That is not necessary for this change and will only cause complications.

2 - Incorrect customization data file has been edited
I can see what you've tried to do here, make the file that is pointed to in the bindings file. Nothing wrong with doing that in principle but again is more complicated than is necessary.

The file you actually want to edit is "helmet065_114"

Replace all instances of 065 for 042, except the material instance lines:
Also remove the _nospoiler parts.
1729870497845.png


That will do the trick.

However, HJC helmets are actually unique, the way their customization data files are structured are different because the helmet mesh is named differently. You can actually skip the DT_HELMET_Official change for this type of helmet.

If skipping that step then helmet065_114 would be edited like this (lines 1 and 11 are left as 065):
1729870692758.png
 
Yes, there are a quite a few issues. I think it is better to start from scratch as it'll be hard to unpick all of the mistakes.

Here's what is wrong though:
1 - DT_HELMET_Official

You've edited the bindings wrong, you should only have changed the last part as I said, it should look like this:
View attachment 793736

Also it seems you have edited the ID used for Oettl? (114 in base game but 118 in your screenshot)
That is not necessary for this change and will only cause complications.

2 - Incorrect customization data file has been edited
I can see what you've tried to do here, make the file that is pointed to in the bindings file. Nothing wrong with doing that in principle but again is more complicated than is necessary.

The file you actually want to edit is "helmet065_114"

Replace all instances of 065 for 042, except the material instance lines:
Also remove the _nospoiler parts.
View attachment 793740

That will do the trick.

However, HJC helmets are actually unique, the way their customization data files are structured are different because the helmet mesh is named differently. You can actually skip the DT_HELMET_Official change for this type of helmet.

If skipping that step then helmet065_114 would be edited like this (lines 1 and 11 are left as 065):
View attachment 793741
I'm gonna try in the next few days, for the 114-118 names i edited over the 2024mod and this file was for Iannone's helmet. Thank you for the explanation
 
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