Importing Custom Models for Motorsport Manager
This guide is designed to take you through the process of importing custom models from start to finish!
The first thing we need to do is download Unity. This free game engine is used by Motorsport Manager and acts as the bridge between your content and the workshop.
You will need to download Unity 5.3.6 (the same version that Motorsport Manager uses), which is linked here: https://unity3d.com/get-unity/download/archive
Once you’re at the Unity download page, you need to:
1. Navigate to Unity 5.3.6
2. Click ‘Downloads (Win)’ (This tutorial will assume that you’re using a Windows device, but this can also be done on an Apple computer by clicking ‘Downloads (Mac)’)
3. Select ‘Unity Installer’
4. Download and install Unity
Once Unity has installed, you need to do the following:
5. Create a new project (make sure the project is selected to ‘3D’)
6. The latest MM Steam Workshop update installs a template UnityPackage to your machine. You can find it in the MM installation folder (eg. C:\Program Files (x86)\Steam\steamapps\common\MotorsportManager\MM_Data\StreamingAssets\Mod Template\)
7. Import the mod template UnityPackage into the project, by going to Assets -> Import Package -> Custom Package and selecting MM_WorkshopPackage.unitypackage
8. Import the package.
9. The Unity project will now be populated with sample assets for you to edit. It contains the default databases, atlases, materials and so on.
Importing Your Model
Now that Unity has installed, it’s time to bring in your model. You can use any 3D modelling package to create your custom model, but it must be exported as an .obj file.
To import your .obj, you must:
1. Go to Assets -> Import New Asset…
2. Navigate to and select your .obj file
3. In Unity, find your model under the folder Assets and select it
4. The import settings of the model will now appear on the right-hand side of the screen. You must set the ‘Scale Factor’ of the model to 0.01
5. At the bottom of the import data, press ‘Apply’
6. In Unity, drag your model from the ‘Project Folder’ into the ‘Hierarchy’
7. Voila! Your model should appear in the scene view!
Setting Up the In-Game Chassis
Your model is now ready to be turned into the car chassis seen throughout the game! There are two models that are used for the depiction of the car in Motorsport Manager: the ‘Chassis’ which is seen in the front-end, and the ‘Chassis_RaceSim’ which is seen during the race. While you can use the same model for both, it’s advised that you use a lower fidelity model for the ‘Chassis_RaceSim’ to maintain performance.
For the purposes of this tutorial, we will just be using one low-fidelity model for both the ‘Chassis’ and the ‘Chassis_RaceSim’.
To set your model as both the front-end and in-game model, you need to:
1. Select your model in the ‘Hierarchy’
2. Right-Click the model and select ‘Rename’. Rename the model to “Chassis” (Without the quotation marks)
3. Duplicate the model in the ‘Hierarchy’ by selecting it and pressing Ctrl+D
4. Rename the new model to “Chassis_RaceSim” (Without the quotation marks)
5. Navigate to the ‘Car’ folder in the ‘Project Folder’
6. Delete the placeholder ‘Chassis’ and ‘Chassis_RaceSim’ prefabs in the ‘Car’ folder
7. Drag your newly created ‘Chassis’ and ‘Chassis_ RaceSim’ from the ‘Hierarchy’ to the ‘Car’ folder
Packaging the In-Game Chassis
We’re almost there! Before we can see the models in-game, they must be turned into Asset Bundles. Motorsport Manager uses a Unity feature called Asset Bundles to create mods. Any models we create will be packaged as an Asset Bundle. To do this, we must:
1. Select your ‘Chassis’ model in the ‘Car’ folder
2. At the bottom-right of the screen you should see a small box labelled ‘Asset Bundle’
3. Click the pop-up box that says ‘None’ and click ‘New…’.
4. Create a name that sounds appropriate to your model. For the purposes of this tutorial, we have named the Asset Bundle ‘spacecar’
5. Click on the ‘Chassis_RaceSim’ model in the ‘Car’ folder and then click on the asset bundle box. ‘spacecar’ should appear as an option. Set the ‘Chassis_RaceSim’ to ‘spacecar’
We’re now going to build our first Asset Bundle and put it into the game!
1. First, go to: Assets -> Build AssetBundles
2. Navigate to where your project is located and open the ‘AssetBundles’ Folder.
3. Hopefully, you should be able to see your ‘spacecar’ asset bundle! Copy the file (don’t copy the .manifest file) and paste it into C:\Program Files (x86)\Steam\steamapps\common\MM2\MM_Data\Modding\Models\Vehicle
4. Your Motorsport Manager modding folder should now have your asset bundle in the Vehicle folder (Shown Below)
5. Boot up Motorsport Manager and go to the Steam Workshop tab. Turn on the ‘Test My Mods’ button located at the top of the page.
6. Start a new career (turn the tutorial off for ease of use)
7. You should be able to see your new model in the team select screen!
Using the Livery System
Now that the model is in game we can see that it has no textures! If you’re planning to implement your own textures, then the next step isn’t needed. However, if you want to see your model using the in-game livery system, then the following steps will show you how to implement it.
This tutorial will assume that you’re familiar with creating and importing custom liveries, detailed here: http://www.motorsportmanager.com/content/tips-creating-best-liveries-steam-workshop
If we want to see liveries applied to our model, we need to assign a material to it. Much like we have two types of model for one car, we also have two materials. One material is used on the front-end with the high-fidelity chassis (called ‘Livery’) and one is used on the low-fidelity car during the race (called ‘Car_Body’).
These materials project the game’s liveries onto whatever object they’re attached to. This means your model does not have to be UV mapped.
To test the ‘Livery’ material on your model, you must:
1. Click on ‘Livery’ in the ‘Materials’ folder
2. On the right-hand side of the screen you should see the material properties. First, change the ‘Team Colours’ to a variety of colours other then all white
3. Change the ‘Main Livery’ projection to ‘Side’ and select a ‘LiveryBase’
4. Change ‘Detail Livery’ projection to ‘Top’ and select a ‘LiveryDetail’
5. Select a blank normal map for the ‘NormalMap (RGB)’ setting.
If you do not have a normal map, you can get one by save out the image below:
6. It will then say underneath the ‘NormalMap (RGB)’ setting: “This texture is not marked as a normal map”, click the ‘Fix Now’ button.
7. Drag the ‘Livery’ material onto your ‘Chassis’ model in the ‘Hierarchy’ (It’s important to distinguish here between model and prefab. The model sits inside the prefab)
8. You should now see the ‘Livery’ material being project onto your model!
9. From here, you can tweak the offset and stretch of the liveries by changing ‘Parameters set at runtime’ options at the bottom of the livery panel. (Tip: clicking and dragging left and right while hovering over the ‘X’, ‘Y’, ‘Z’ or ‘W’ letters will allow you to see the livery move in real-time)
10. Finally, make sure you press ‘Apply’ to the prefab in the hierarchy, which can be found in the top right-hand side of the inspector panel when the prefab is selected
The ‘Car_Body’ material is applied and tweaked in the exact same way as the ‘Livery’ material:
1. Drag the ‘Car_Body’ material from the ‘Materials’ folder onto your ‘Chassis_RaceSim’ model in the hierarchy
2. Click on the ‘Chassis_RaceSim’ model and open the ‘Car_Body’ material panel on the right-hand side of the screen.
3. Set it’s three colours to be similar to the primary, secondary and tertiary colours you chose on the ‘Livery’ material
4. Change the ‘Main Livery’ projection to ‘Side’ and select the same ‘LiveryBase’ you used on the ‘Livery’ material
5. Change the ‘Detail Livery’ projection to ‘Top’ and select the same ‘LiveryDetail’ you used on the ‘Livery’ material
6. In ‘Non Livery Textures’, set the image for ‘Metallic Roughness (RGB)’ to ‘Default-Particle’
7. Drag the ‘X’ and ‘Y’ ‘Tiling’ and ‘Offset’ values in the empty ‘Albedo (RGB)’ option to adjust the livery to look as similar as possible to the ‘Livery’ material
8. Click ‘Apply’ on the ‘Chassis_RaceSim’ prefab in the hierarchy
9. Go to Assets -> Build AssetBundles
10. Copy the ‘spacecar’ asset bundle from your project folder and overwrite the old ‘spacecar’ asset bundle in C:\Program Files (x86)\Steam\steamapps\common\MM2\MM_Data\Modding\Models\Vehicle
11. Boot up Motorsport Manager and go to the Steam Workshop tab. Turn on the ‘Test My Mods’ button located at the top of the page.
12. Start a new career (turn the tutorial off for ease of use)
13. You should be able to see any new material changes on the model!
These are the basics to model importing and applying the livery system to new models. If you would like to know more about modding in Motorsport Manager, check out the essentials at: http://www.motorsportmanager.com/content/making-most-steam-workshop