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.
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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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That isn’t actually where they are, those files just link to the animations.

Are you trying to change a specific rider’s style (e.g Rossi to body out) or are you trying to modify the actual animations themselves?
Im trying to change a specific rider style, like Norick Abe (to old school), but i don't know how to do it , so Im trying to learn a little bit
 
Im trying to change a specific rider style, like Norick Abe (to old school), but i don't know how to do it , so Im trying to learn a little bit
Ok, well fortunately I found the file for that not too long ago.

It’s content\assets\data\datatables\anim\RidingStyle_DT

It’s a bit of a pain to edit honestly, I don’t know which riders are which as I haven’t tested them all yet.
 
Ok, well fortunately I found the file for that not too long ago.

It’s content\assets\data\datatables\anim\RidingStyle_DT

It’s a bit of a pain to edit honestly, I don’t know which riders are which as I haven’t tested them all yet.
Don't worry, if in the end i manage to do it its fine, if not, bad luck for me xD. But thank you always for you and your awesome mods!!
 
Go back into the root of folder "Import in game". Double click repack command.bat
Once it's done (it's quick), you will have a file called "pakchunk0-WindowsNoEditor_X_P.pak".
Sorry, I get lost in the repack. Where is "MotoGP 21 Modding Tools" folder from the rar? And the root of folder "Import in game"? And how do I repack command.bat? Sorry and thanks.
 
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Sorry, I get lost in the repack. Where is "MotoGP 21 Modding Tools" folder from the rar? And the root of folder "Import in game"? And how do I repack command.bat? Sorry and thanks.
You need to extract the MotoGP 21 Modding Tools rar file that you downloaded.

Ignore the part about the “import in game” folder, that was a mistake as in previous years it was called but I have now fixed it in the tutorial
 
Thnkss man. Btw can i make mod for the boots and glove using this method and where the file location because i only find glove and boots for offical rider
Yes you can
The custom boots are located:
Content\assets\graphics\characters\riders\riderShared\boots

The custom gloves are located:
Content\assets\graphics\characters\riders\riderShared\gloves\glovesShared
 
Apologies for a slightly off-topic post, I'm trying to mod DataTables in a ue 4.22 game.
I have used FModel to view the DataTable files in .json but have found no way to import them back into the ue editor without a Struct file . Does anyone know of any way or am I stuck with hex editing the .uasset directly or reverse engineering a struct file?
Thanks for your tutorials and videos Biker7202, they came in very handy.
 
Apologies for a slightly off-topic post, I'm trying to mod DataTables in a ue 4.22 game.
I have used FModel to view the DataTable files in .json but have found no way to import them back into the ue editor without a Struct file . Does anyone know of any way or am I stuck with hex editing the .uasset directly or reverse engineering a struct file?
Thanks for your tutorials and videos Biker7202, they came in very handy.
As far as I know there's no way to import them without a struct file, I've tried recreating them in the past but I've never been successful.

Fortunately you can do most things with hex editing, aside from adding additional entries.

However I've been understanding more about the format lately by hex editing and I do plan on making an editor at some point (not sure whether it'll work with other games).

I wasn't actually aware there was a tool that could be used to view them in JSON format, could be quite interesting to take a look at.
 
As far as I know there's no way to import them without a struct file, I've tried recreating them in the past but I've never been successful.

Fortunately you can do most things with hex editing, aside from adding additional entries.

However I've been understanding more about the format lately by hex editing and I do plan on making an editor at some point (not sure whether it'll work with other games).

I wasn't actually aware there was a tool that could be used to view them in JSON format, could be quite interesting to take a look at.
I've been using FModel https://github.com/iAmAsval/FModel
It's primarily built for Fortnite but does work with some other ue4 games.
It will show the datatables in .json format which could help with your hex editing, it also does textures, like UModel, and Blueprints and other bits and pieces.
I also found a vid at
about reversing datatables but haven't gotten into it yet.
edit - if you're going to use FModel make sure you go into Settings and change the ue version to whatever version your game uses.
 
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I've been using FModel https://github.com/iAmAsval/FModel
It's primarily built for Fortnite but does work with some other ue4 games.
It will show the datatables in .json format which could help with your hex editing, it also does textures, like UModel, and Blueprints and other bits and pieces.
I also found a vid at
about reversing datatables but haven't gotten into it yet.
edit - if you're going to use FModel make sure you go into Settings and change the ue version to whatever version your game uses.
Nice, I’ll take a look at that
Thanks :)
 

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