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.
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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Hi, I have a problem. I want to change the names of the riders in the game. I've already exported the game_specific_names file using quickbms, but I don't know how to import this file back into the game to uasset format. I did not find tutorial on the Internet. Could you please help me?
 
Hi, I have a problem. I want to change the names of the riders in the game. I've already exported the game_specific_names file using quickbms, but I don't know how to import this file back into the game to uasset format. I did not find tutorial on the Internet. Could you please help me?
So first of all you want to make the changes that you want to make to the "game_specific_names.manifest" and "game_specific_names.archive" (there's an archive file for each language) files.

Next, create a new unreal project.

Then go to the localization dashboard (Window -> Localization Dashboard).

Open the target called "Game" (If it's not already open).

At the top where it says name, change it to "game_specific_names".

Now scroll to the bottom where it says cultures and add all the cultures used by the game
These are: Chinese (Simplified), Chinese (Traditional), English (United Kingdom), English (United States), French, German, Italian, Japanese, Portuguese (Brazil), Spanish (Mexico) and Spanish (Spain).

Now go to the folder your project is saved in, then (PROJECTNAME\Content\Localization\game_specific_names).

You'll see this looks the same as the game's structure, now copy and paste in your modifed "game_specific_names.manifest" and "game_specific_names.archive" files from earlier.

Now go back to your project and the Localization Dashboard and click "Compile Text".

Once that is completed, go back to the folder you were just in, copy all the files from it and stick them in a pak file.

Then you're done.

If you have any other questions, let me know :)
 
So first of all you want to make the changes that you want to make to the "game_specific_names.manifest" and "game_specific_names.archive" (there's an archive file for each language) files.

Next, create a new unreal project.

Then go to the localization dashboard (Window -> Localization Dashboard).

Open the target called "Game" (If it's not already open).

At the top where it says name, change it to "game_specific_names".

Now scroll to the bottom where it says cultures and add all the cultures used by the game
These are: Chinese (Simplified), Chinese (Traditional), English (United Kingdom), English (United States), French, German, Italian, Japanese, Portuguese (Brazil), Spanish (Mexico) and Spanish (Spain).

Now go to the folder your project is saved in, then (PROJECTNAME\Content\Localization\game_specific_names).

You'll see this looks the same as the game's structure, now copy and paste in your modifed "game_specific_names.manifest" and "game_specific_names.archive" files from earlier.

Now go back to your project and the Localization Dashboard and click "Compile Text".

Once that is completed, go back to the folder you were just in, copy all the files from it and stick them in a pak file.

Then you're done.

If you have any other questions, let me know :)
Thank you for the quick reply. I followed the instructions, but the folder "PROJECTNAME \ Content \ Localization \ game_specific_names" is empty. When I copy the original two files "game_specific_names.manifest" and "game_specific_names.archive" to this empty folder and click on "Compile Text", I see the folder "en-GB and files game_specific_names.archive, game_specific_names.locmeta, game_specific.manifest. Don't know what to do with it? I want to ask if I have to rewrite all the game_specific_names text files of all languages or just the one with English?
 
Thank you for the quick reply. I followed the instructions, but the folder "PROJECTNAME \ Content \ Localization \ game_specific_names" is empty. When I copy the original two files "game_specific_names.manifest" and "game_specific_names.archive" to this empty folder and click on "Compile Text", I see the folder "en-GB and files game_specific_names.archive, game_specific_names.locmeta, game_specific.manifest. Don't know what to do with it? I want to ask if I have to rewrite all the game_specific_names text files of all languages or just the one with English?
You can use just the English one I think, you can always just make a few copies of that en-GB folder and rename them to the other cultures
 
Thanks to your great tools, I do successfully in changing bike skin, riders helmets, suits, etc... . But I still have a question: How to make change to 3D In-game model like this aero fairing mod: Honda RC213V New Aero. Do u know what software they used to do this or any recommend ?. Thanks again :D
 
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Thanks to your great tools, I do successfully in changing bike skin, riders helmets, suits, etc... . But I still have a question: How to make change to 3D In-game model like this aero fairing mod: Honda RC213V New Aero. Do u know what software they used to do this or any recommend ?. Thanks again :D
It’s a bit more tricky, the software you’ll need is 3DS Max, along with a plug-in for Psk files.

To extract the model go to the bike you want, then into the skeletal_meshes folder, open the model and then extract

Importing is a bit strange this year so I’ll come to that once you’ve got the rest down
 
It’s a bit more tricky, the software you’ll need is 3DS Max, along with a plug-in for Psk files.

To extract the model go to the bike you want, then into the skeletal_meshes folder, open the model and then extract

Importing is a bit strange this year so I’ll come to that once you’ve got the rest down
I'm tend to use the old 2019 YZR M1 bike model on MotoGP 21, is it possible ? I have extracted M1 Model from MotoGP 19 but now i'm stranded. Don't know how to add it to MotoGP 21.
If can't, how can i remove this object from bike ?


Screenshot (57).jpg
 
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I'm tend to use the old 2019 YZR M1 bike model on MotoGP 21, is it possible ? I have extracted M1 Model from MotoGP 19 but now i'm stranded. Don't know how to add it to MotoGP 21.
If can't, how can i remove this object from bike ?


View attachment 546684
Well you actually don't need to import it as the 2019 model was in MotoGP 21 it was in the game at launch (Morbidelli used it). I can put it back in for you if you like.

But if you still want to for practice, you need to import the model into 3ds max and then export it as fbx.
Once you've done that it gets to the tricky part, you need to build the unreal engine source code as you need to use a special version to import the model.
 
Well you actually don't need to import it as the 2019 model was in MotoGP 21 it was in the game at launch (Morbidelli used it). I can put it back in for you if you like.

But if you still want to for practice, you need to import the model into 3ds max and then export it as fbx.
Once you've done that it gets to the tricky part, you need to build the unreal engine source code as you need to use a special version to import the model.
Hmm, how can i compress extracted model to PSD file ?, i need it for making RIDE4 skin
 
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