This is the first time a thread like this is created for Milestone/MotoGP series. Yay
Here you fill find: Infos, Tutorials, Tools
If you think you have something interesting to share, please comment below, I will add it!
Some infos (MotoGP Modding Wiki)
Game files are stored in archives. Archives are in .mix format.
Each archive may contain:
.bin (3d files) infos under spoiler
.bml (parameters/database) more infos under spoiler
.dds (textures) More interesting infos under spoiler
.BANK (audio) more infos under spoiler
.ENV (environment) more infos under spoiler
.XSM (animation files)
.FXO (shaders) more infos under spoiler
.PEX (particles) I do not have enough knowledge to share about these ones
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Modding Tutorials Series (Provided by the community)
The full documentation can be found here: http://www.racedepartment.com/downloads/the-complete-modding-guide.10928/
It's an open source tutorial document
It covers Physics, Textures, etc
______________________________________________________________________________
Modding tools available:
Pack / unpack .mix (milestone archives):
-MixFileRemixer 0.1.6 Download here http://www.racedepartment.com/downloads/mixfile-remixer.485/
.dds (textures):
-Photoshop or any other software that supports dds files (like Paint.Net that is free http://www.getpaint.net/index.html)
.bml (parameters):
-Open BML by Dyego Download here http://www.racedepartment.com/downloads/mgp-bml-file-editor.10728
-or HexEditor
.ENV (environment):
-Any text editor like notepad
______________________________________________________________________________
P.S. Only Modding related ideas / sharing! NO REQUESTS!
Requests here: http://www.racedepartment.com/threa...e-game-modding-questions.123112/#post-2261573
Here you fill find: Infos, Tutorials, Tools
If you think you have something interesting to share, please comment below, I will add it!
Some infos (MotoGP Modding Wiki)
Game files are stored in archives. Archives are in .mix format.
Each archive may contain:
.bin (3d files) infos under spoiler
As of now .bin files cannot be extracted. Nobody has written a script/software to unpack them. However, if you want to rip 3d models, you can try NinjaRipper. It works! Though uv maps do not get ripped...
.bml files are really used by Milestone as dababases. They contain: tyres grip level & physics in general, bikes performances, riders performances, menu items and everything user interfaces related...and a lot of more stuff!
They are simpy text/values and can be edited easily.
The best software available to edit them can be found at the bottom of this post (Modding tools).
They are simpy text/values and can be edited easily.
The best software available to edit them can be found at the bottom of this post (Modding tools).
Textures names of the game can finish with _D or _N or _L. For example, in VRTG you will find Rossi's helmet texture is "HELMET_603_D". But there are other two files, "HELMET_603_L" and "HELMET_603_N". Why? What are the differences? Let's see!
"_D" textures: If it ends with _D; it means it is the normal texture (colours and texts you will see in the game).
"_L" textures: are scales of green and red. Green is shiny/reflective, red is not shiny. These special textures define how the colours of the _D texture behave in the game, so they can be shiny (bike liveries) or not shiny (human skin)
"_N" textures: are normal maps. Normal maps are a type of Bump Map. They are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
It may be hard to get at first, but just test a bit, you will realize how simply it is!
Special mention: "Beast" textures. You will notice that many textures in tracks.mix are named "Beast". They are linked with Austodesk Beast.
Beast is a set of tools for creating realistic lighting in games. With Beast, developers can simulate natural lighting effects: color bounce, soft shadows, high dynamic range lighting, and lighting of moving objects in real-time game environments. Beast helps creators enhance the visual quality of games, resulting in more compelling game experiences.
"_D" textures: If it ends with _D; it means it is the normal texture (colours and texts you will see in the game).
"_L" textures: are scales of green and red. Green is shiny/reflective, red is not shiny. These special textures define how the colours of the _D texture behave in the game, so they can be shiny (bike liveries) or not shiny (human skin)
"_N" textures: are normal maps. Normal maps are a type of Bump Map. They are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
It may be hard to get at first, but just test a bit, you will realize how simply it is!
Special mention: "Beast" textures. You will notice that many textures in tracks.mix are named "Beast". They are linked with Austodesk Beast.
Beast is a set of tools for creating realistic lighting in games. With Beast, developers can simulate natural lighting effects: color bounce, soft shadows, high dynamic range lighting, and lighting of moving objects in real-time game environments. Beast helps creators enhance the visual quality of games, resulting in more compelling game experiences.
Milestone's audio files, that is to say engine sounds, menu sounds, crowd sounds, crash sounds (you get the point) are stored in .BANK format. As of now, nobody knows how to edit them successfully.
From the web:"The .BANK files are information packets used by FMOD audio software and are accessed by the game engine they were created for.
Therefore you cant open up and modify any of the .BANK files without accessing the original project pack in FMOD. The original project file is not included in the games installation files because the VR46.exe can access them by itself."
From the web:"The .BANK files are information packets used by FMOD audio software and are accessed by the game engine they were created for.
Therefore you cant open up and modify any of the .BANK files without accessing the original project pack in FMOD. The original project file is not included in the games installation files because the VR46.exe can access them by itself."
They are contained in tracks .mix, and they manage lighting, reflections, light intensity, sun direction (as a vector), sky light color, ambient occlusion, blur, reflections qualities, grass quality and Lod (level of detail)...and so on.
They can be edited with notepad, since they are simple text files.
They can be edited with notepad, since they are simple text files.
XSM is an animation file.
They are made with EmotionFX, which is a proprietary software, so there is no way to edit them without a license as of now.
They are made with EmotionFX, which is a proprietary software, so there is no way to edit them without a license as of now.
They are, in fact, shaders used by Milestone. "Shaders calculate rendering effects on graphics hardware with a high degree of flexibility." They cannot be edited, at least that I know...
______________________________________________________________________________
Modding Tutorials Series (Provided by the community)
The full documentation can be found here: http://www.racedepartment.com/downloads/the-complete-modding-guide.10928/
It's an open source tutorial document
It covers Physics, Textures, etc
______________________________________________________________________________
Modding tools available:
Pack / unpack .mix (milestone archives):
-MixFileRemixer 0.1.6 Download here http://www.racedepartment.com/downloads/mixfile-remixer.485/
.dds (textures):
-Photoshop or any other software that supports dds files (like Paint.Net that is free http://www.getpaint.net/index.html)
.bml (parameters):
-Open BML by Dyego Download here http://www.racedepartment.com/downloads/mgp-bml-file-editor.10728
-or HexEditor
.ENV (environment):
-Any text editor like notepad
______________________________________________________________________________
P.S. Only Modding related ideas / sharing! NO REQUESTS!
Requests here: http://www.racedepartment.com/threa...e-game-modding-questions.123112/#post-2261573
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