Ride 3 Modding

Adams007

25RPM
Hi, someone know how to mod ride 3, i watched a few videos on motogp18(ue4) modding, but stil not understand nothing.. i want to edit cameras fov/position and especially to add leaning in cockpit cam.

for ride2 or motogp17 was easy, u have a mix.extractor, and a file editor, simple.
but here i don't know nothing (exactly like jon snow)
 
umodel for extracting the uasset files... then im not sure... would love a camera mod for first person view but i dont know how id edit uasset files aside from downloading UE4 and importing them. if you want to change things thats where id start..
 

BIKER7202

1000RPM
Hi, someone know how to mod ride 3, i watched a few videos on motogp18(ue4) modding, but stil not understand nothing.. i want to edit cameras fov/position and especially to add leaning in cockpit cam.

for ride2 or motogp17 was easy, u have a mix.extractor, and a file editor, simple.
but here i don't know nothing (exactly like jon snow)
You can't edit things like that with this engine I'm afraid
 
You can't edit things like that with this engine I'm afraid
so we cant access those uasset files with all the data we need to edit? damn that ruins the whole engine swap tbh.... wish someone from milestone would comment on that since mods for the earlier games made them far better.. it looks like the cameras and such were done with blueprints so i bet you can probably reverse engineer them somehow (ive read bits of info on this in the past.. not enough to try anything myself)

wouldnt be hard for them to do an official mod SDK with steam workshop support
 

BIKER7202

1000RPM
so we cant access those uasset files with all the data we need to edit? damn that ruins the whole engine swap tbh.... wish someone from milestone would comment on that since mods for the earlier games made them far better.. it looks like the cameras and such were done with blueprints so i bet you can probably reverse engineer them somehow (ive read bits of info on this in the past.. not enough to try anything myself)

wouldnt be hard for them to do an official mod SDK with steam workshop support
Yeah all of the data is encrypted when the files are cooked, the only way to edit files is to recreate them. Took me about 4 months to figure out how to change names on motogp. It would be great if they released modding support.
 
is there anywhere the process of recreating them has been documented? looks like each bike has a few camera assets per bike (zzz) but i still want some first person camera mods.. the camera mods for motogp17 spoiled me
 

BIKER7202

1000RPM
is there anywhere the process of recreating them has been documented? looks like each bike has a few camera assets per bike (zzz) but i still want some first person camera mods.. the camera mods for motogp17 spoiled me
Nothing is documented, it's all guess work, the only things we've managed are textures and models. I think I'm the only person to do names and all these work because they're standardized, pretty much everything else are scripts (Blueprint or otherwise) made by milestone.
 

RC45

250RPM
Yeah it works the same as GP18 so it’s very modable
Ok, so the UE platform wont read unpacked files int he szme file structure, they need to be repacked into the giant Pak0, 0-1, 1 & 1-1 files?

Are the TGA textures traditional DDS files?
I unpaked them and have been going through the bikes - looks like they ahve not included the unreleased bikes as yet - I can see where they may slot in to the list though.
I guess I need to read up on how to do these new engines :)
 

BIKER7202

1000RPM
Ok, so the UE platform wont read unpacked files int he szme file structure, they need to be repacked into the giant Pak0, 0-1, 1 & 1-1 files?

Are the TGA textures traditional DDS files?
I unpaked them and have been going through the bikes - looks like they ahve not included the unreleased bikes as yet - I can see where they may slot in to the list though.
I guess I need to read up on how to do these new engines :)
The textures are TGA, the models are psk when exported but need to be fbx when imported
Follow this tutorial if you need to (It's for motogp but it's the same):
If you have any questions I will be more than happy to help
 

RC45

250RPM
I have gone through all the motions, but the edited textures don t show in game

How do you incorporate the new pak file in such a way that the new textures in the pak file are selected instead of the textures in the default pak file?
What name does the new pak file have to get?
pakchunk0-WindowsNoEditor_1_P.pak <--- I was thinking of a next number in sequence.

*edit*

Bingo, that worked - new texture is now in-game :)

I just took one SP2 livery and imported as the other race SP2 name (bike 212 to 218) - not much to look at for now.




:)
 
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BIKER7202

1000RPM
I have gone through all the motions, but the edited textures don t show in game

How do you incorporate the new pak file in such a way that the new textures in the pak file are selected instead of the textures in the default pak file?
What name does the new pak file have to get?
pakchunk0-WindowsNoEditor_1_P.pak <--- I was thinking of a next number in sequence.

*edit*

Bingo, that worked - new texture is now in-game :)

I just took one SP2 livery and imported as the other race SP2 name (bike 212 to 218) - not much to look at for now.




:)
I think you can put anything where this x is in pakchunk0-WindowsNoEditor_x_P.pak as long as there is something between editor and p it works I believe
 
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RC45

250RPM
I tried my project name at first, but only when I put in a number higher than the previous pak number did it show up - for me at least.
 
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