SBK 22 Modding Tutorial

This tutorial will teach you how to take your very first steps into modding the SBK 22 game, although this tutorial will pretty much apply for any Milestone game from MotoGP 18 onwards.

To begin with I'll just stick to the basics, which is texture editing. However, I may later update this page to show other more complicated things.

Before you do anything, you'll first need to get the tools that you'll be using throughout the tutorial.

Text Tutorial:
You'll need to download 4 things:
These can be downloaded here: https://www.racedepartment.com/downloads/sbk-22-mod-repacking-tools.54578/

Once you have that file downloaded, extract it somewhere that you can easily find as you'll need it later.
Next you'll need a program called UE Viewer (formerly known as Umodel): https://www.gildor.org/en/projects/umodel

Similarly to the repacking tools, extract this file to an easy to find place as you'll need to run the program shortly.
Next you'll need to install Unreal Engine Editor Version 4.27:
https://www.unrealengine.com/en-US/download

That page has a video showing you how to install Unreal Engine, you will want to select version 4.27 from the drop down.
The final thing you want to install is Python 2.7:
https://www.python.org/download/releases/2.7/

If you have any other versions of Python already installed, I recommend uninstalling them as it may cause issues later when we come to repack.
Now that you've got the tools you'll need from the first part we can get into the modding!!

Text tutorial:
First of all I'll start by showing you how to edit a bike skin as it's fairly simple, but the process is the same for pretty much any texture in the game so afterwards you can try with something else.

Section 1: Export
- Open Umodel (This will be located where you extracted it earlier).
- Copy and paste the path to SBK 22 game directory into the text box (Normally it is: "C:\Program Files (x86)\Steam\steamapps\common\SBK™22" ).
- Don't try to navigate to it as it will remove everything after the "™" and you wont see any files, just copy the path directly into the text box.
- Select "Override Game Detection".
- Select "Unreal Engine 4" And "Unreal Engine 4.27".

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Then hit "OK".
- You'll now have a window with all the directories of the game.
- Navigate to: "sbk1\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.
In this case we are using "chassis101", which is the GoEleven Ducati.

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 texture 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. (Again this is where you extracted it to earlier).
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 are now going to convert the modded .tga texture to a .uasset (The file format used in Unreal Engine games).
- Launch the 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. (Again, create this somewhere you can find later)
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- Now that the project is created, you need to create the same directory structure that as the texture you extracted through Umodel.

In our case this is:
"sbk1\Content\assets\graphics\vehicles\bikes\cat001\chassis\chassis101\textures".

To create a folder, Right Click and select "New Folder".

Once it is done, it will look like this:
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- Now drag your modded texture here:
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- Double Click the texture and change the Texture Group setting to "Project Group 01", this is so the texture doesn't appear blurry in game before loading fully.
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- Now you can close the texture window to return to the previous screen.
- Click on File->Save all.
- Click on File->Cook content for windows. Wait till it finishes. You can now close Unreal Engine
Part 2: Repack.
In this part of the process, we are taking the files you just cooked and repacking them for the game.

- Now go to the location you saved the Unreal Project earlier.
- From there go to "Saved\Cooked\WindowsNoEditor\ProjectName\Content".

You will see there is a folder called "assets".
- Copy this "assets" folder.

- Next you need to go to the "SBK 22 Repacking Tools" folder (This will be wherever you put it earlier).
- From here go to "sbk1\Content".
- Paste the "assets" folder from the previous step.
- Now go back to the “SBK 22 Repacking Tools” folder and double click repack command.bat

Once it's done (it's quick), you will have a file called "pakchunk1-WindowsNoEditor_X_P.pak". Replace the X with something else, like "pakchunk1-WindowsNoEditor_MyMod_P.pak"

- Finally copy the pak file you created and paste into:
"C:\Program Files (x86)\Steam\steamapps\common\SBK™22\sbk1\Content\Paks"
(or wherever you have installed the game).
Make sure you copy it to where all the other pak files are!!

You're done! Check your mod in game.
 
Thanks, that helps - especially with the texture group!
But it seems I got another problem, even after I changed everything to texture group 01, saved it and cooked the content, the texture file "d" has only kb size and there are created some strange files in the assets directory as you can see, what could be wrong with my UE 4.27.2 engine?
Did I maybe forgot any plugin or any idea?
 

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Thanks, that helps - especially with the texture group!
But it seems I got another problem, even after I changed everything to texture group 01, saved it and cooked the content, the texture file "d" has only kb size and there are created some strange files in the assets directory as you can see, what could be wrong with my UE 4.27.2 engine?
Did I maybe forgot any plugin or any idea?
Everything looks fine in the first picture, each texture file is split into 3 so that’s completely normal and you should just include them all in your pak file.

Again for the second picture, everything is normal and those files will always be generated. Make sure not to include them in your pak though as it will crash the game
 
Ofc, I know this from the previous titles. But is it the same for you that your uasset created texture file only has 1kb size? and the ubulk file has I would say a normal size or what can you say about it?
I'm completely desperated last few days - have no more idea what's wrong here, my UE4.27.2 was even a fresh install with standart plugins? But there must be a sudden problem, can't imagine that the repack is the problem.

Or did I do sth wrong with the export of textures? I do it as below.
 

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Thanks mate, everything is working to perfection now.

I had a problem with the alpha layer on the TGA file, it kept showing as a black background. I tried using a PNG instead of a TGA and it's working flawlessly
 
Thanks mate, everything is working to perfection now.

I had a problem with the alpha layer on the TGA file, it kept showing as a black background. I tried using a PNG instead of a TGA and it's working flawlessly
Yeah unreal supports several image formats, all will work as it converts them to uassets anyway :)
 
Yes, today was an Update but still noch Patch notes …
Did you tried it maybe without the Group01 Texture?
Will try it this evening. That would be a shame if there is an issue like that.
 
Btw yesterday I updated the track textures of Assen and Portimao, hopefully I can upload it later on.
But some things are so strange in the files, e.g. its impossible to change sun Position and skybox, that is annoying.

Did anybody know how to make the road texture less shiny, mean maybe alpha channels, another dxt? Any ideas?
 
It’ll be down to the pak name I’d guess. The projectgroup01 is just to do with mipmaps so it won’t be that (It’s not a new thing for this game anyway, it’s been something that should be done for the MotoGP games)
 
It’ll be down to the pak name I’d guess. The projectgroup01 is just to do with mipmaps so it won’t be that (It’s not a new thing for this game anyway, it’s been something that should be done for the MotoGP games)
How come it should be done to MotoGP biker because then we won't be able to mod? Is there anyway around it to get the skins working again? The pak names have indeed changed.
 
How come it should be done to MotoGP biker because then we won't be able to mod? Is there anyway around it to get the skins working again? The pak names have indeed changed.
It’ll work without it, changing the mipmaps just makes sure the textures always display for the correct resolution.

And to fix it, just change the number of your pak file from pakchunk1 to something bigger like pakchunk4 or something
 
BIKER I got it sussed; lol I understand your last response completely, shows how much I had to drink that night as that's one of the basics hence my 'double dutch' reply haha
The fix was not to change the pakchunk number but in fact remove the extra _0 after WindowsNoEditor. You helped me in the right direction though.

Thanks!
 
BIKER I got it sussed; lol I understand your last response completely, shows how much I had to drink that night as that's one of the basics hence my 'double dutch' reply haha
The fix was not to change the pakchunk number but in fact remove the extra _0 after WindowsNoEditor. You helped me in the right direction though.

Thanks!
No I did mean to change your pak's name:
e.g. change "pakchunk1-WindowsNoEditor_MyMod_P" to "pakchunk2-WindowsNoEditor_MyMod_P"
 
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