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.
 
Last edited:

BIKER7202

how i made my custom 3d models texture swichable? when im export the model it always keep livery001, how i can change the skins in game when the model has various liverys? is another material instance above livey001?
In unreal engine, name the material slots to the same names that are used in the game and it should restore the functionality. The slots are highlighted in red
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If you don't know what they are called, open the stock models with a hex editor and look through them, you should be able to find the names in there.
 
Last edited:
so i opened a driver pic thru this.. saved it, changed it with GIMP, saved it back on same name..
opened with UE saved,cooked.. done the file directories and copied all files i had in "cooked" folder.. also repacked and changed the pak name.. copied it into my PAKS folder but when i open the game, the picture is not changed, its still same old savadori.. what could be the problem, any idea?
 
so i opened a driver pic thru this.. saved it, changed it with GIMP, saved it back on same name..
opened with UE saved,cooked.. done the file directories and copied all files i had in "cooked" folder.. also repacked and changed the pak name.. copied it into my PAKS folder but when i open the game, the picture is not changed, its still same old savadori.. what could be the problem, any idea?
There's 2 versions of all the rider pictures one in "DynamicRes" and one in "UHDDynamicRes", you may have only edited one of them which could be the issue
 
There's 2 versions of all the rider pictures one in "DynamicRes" and one in "UHDDynamicRes", you may have only edited one of them which could be the issue
yeah that was the case, i only changed UHDD .. however i tried again today changing both versions..
but still nothing. Also do i have to change all or can i just change pilot_hero picture.. And when i do do i have to make a folder directory pilot_hero or can i just make DynamicRes and thats it?
 
yeah that was the case, i only changed UHDD .. however i tried again today changing both versions..
but still nothing. Also do i have to change all or can i just change pilot_hero picture.. And when i do do i have to make a folder directory pilot_hero or can i just make DynamicRes and thats it?
You have to make the whole directory, so I imagine that's where your issue lies.

Hero is the one you'll see most but you'll want to change cropped for when you're looking at the overview before you start a time trial/race. Result is for the starting grid, icon you'll see on the menu when you're selecting a rider. I believe left is unused but I'm honestly not sure so I always changed that too
 
You have to make the whole directory, so I imagine that's where your issue lies.

Hero is the one you'll see most but you'll want to change cropped for when you're looking at the overview before you start a time trial/race. Result is for the starting grid, icon you'll see on the menu when you're selecting a rider. I believe left is unused but I'm honestly not sure so I always changed that too
i did the same directory.. pak is made but when i copy it nothing happens in the game..
i did all step by step but no results ..
 
You can’t, unreal converts it to a file format it understands which must be larger than a TGA
emmm okeyy sir... and one more..
for now.. after following step by step for editing motogp21.. cooked and repacking..
i go to the game and there is no change in the game..

what happen?
the first modding is worked, but in the second modding nothing happened
 
emmm okeyy sir... and one more..
for now.. after following step by step for editing motogp21.. cooked and repacking..
i go to the game and there is no change in the game..

what happen?
the first modding is worked, but in the second modding nothing happened
So your mod worked at first but now the changes aren’t present?
 

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