Umodelmay i know what software u use for extract the 3d models?
Umodelmay i know what software u use for extract the 3d models?
but do you know how to extract motogp 17 models? im dying looking for it. its still using .mix file not the .pak fileUmodel
Oh right for MotoGP 17 you’ll need a program called ninjaripper, it rips models and textures from memory whilst the game is running.but do you know how to extract motogp 17 models? im dying looking for it. its still using .mix file not the .pak file
Technically yes you can, however due to the version of unreal engine used by milestone this year it’s way harder than it usually is. (Probably will be easier again on GP22)Hi, sorry if I disturb. I know it may be a little bit late to ask but, how can I edit the model of the bikes, for example imagine i want to modify ducati's wings, have any idea? Thanks.
Lot of thanks! I will try to do it, you're amazing mate, keep great.Technically yes you can, however due to the version of unreal engine used by milestone this year it’s way harder than it usually is. (Probably will be easier again on GP22)
First you need to export the model with umodel (the newest build now works with the game).
This will give you the model in psk format which you can import into 3DS Max using this script: https://www.gildor.org/projects/unactorx
Then make you can make your changes to the model. Once you’re done, export the model as FBX.
Now this is where it gets trickier than it normally would.
You need to build a custom fork of unreal engine 4 called “4.25 plus”.
(For this you’ll need to be comfortable with using the command prompt and visual studio)
Here’s a tutorial for doing that:
That process can take hours, it took around 10 hours for mine to compile.
Once that’s done then the process returns to the normal way.
Now import your model into unreal engine 4 and make sure to copy the game’s directory structure: (assets\graphics\vehicles\bikes\cat00X\chassis\chassisNNN\skeletal_meshes).
Make sure the skeleton, physicsAsset and material instances (these should be created by you) are all in the same places they are in game too.
Now open the mesh and rename the material slots to match the ones used by milestone (remove the numbers from the ends of the names). The tyres should be called mat_b_tyre (rear tyre) and mat_f_tyre (front tyre).
Once you’ve done that; save the files and cook them.
Then take just the mesh itself and pack that into the pak file (again with the correct directory structure)
Then you’re done
If you need any more help with anything just let me knowLot of thanks! I will try to do it, you're amazing mate, keep great.
Is a bit difficult to edit the model in 3Ds max, i tried doing it moving some vertex but I get so bad results.If you need any more help with anything just let me know
How to turn it into a high-definition stp or ojb fileBIKER7202 submitted a new resource:
All MotoGP, Moto2 And Moto3 Bike Models For Photoshop - All of the MotoGP, Moto2 and Moto3 bike models for Photoshop
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If you search up how to extract photoshop file to obj you should find itHow to turn it into a high-definition stp or ojb file