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griffin99

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Posts posted by griffin99

  1. You should be able to use the Editor here to do that. Create the Csv with the right info (including the current IDs), add it to the Input file, and tick the right boxes in the editor to create the xml. 

    Then you can import the xml into the pre-game editor. 

     

  2. 14 hours ago, forameuss said:

    Made myself a liar with that last post...

    Almost two weeks later, still no updated release unfortunately, but don't chalk that up to me abandoning it or anything, because nothing could be further from the truth.  Those that have been using it - again, thank you to anyone that has provided feedback so far - have made two things pretty clear.  It's brittle and prone to break, and it's confusing.  On the second, it's absolute understandable.  I built this as something I wanted to use, and as a result it was never really built from the start as this easy-to-use product for everyone.  It was very much "well, I'll put that there, and I'll know it's there".  So at the very least, I'll be delivering full documentation with the next version that will hopefully make everything a little clearer and get rid of the confusing part.  

    On the former...well, that's where most of my time has gone.  I won't go into great detail about the development because it bores even me, but testing is a skill I often struggle with, and it's clear there's a number of parts of the system that either don't work correctly or just don't work at all.  So I've been spending all my time adding unit testing around as much of the system as I can.  Every single field of every single object should be tested, along with all the stuff around it.  This is...well, it's absolutely tedious.  But it's already exposed a few bits that didn't work, so it's definitely worth it.  

    As for when the next version will arrive...I'll tentatively say by Christmas Day, but I'll emphasise tentatively.  Still working all the way up to Friday, so just getting evenings, but I'm hoping that'll be enough to at least level things out a bit.  Then I can start working on the more fun stuff again towards the new year.

    Awesome, keep going!

  3. On 07/12/2023 at 14:40, cameosis said:

    @Rob 396 a remark about the info text concerning the former first, second and third division in england. from what i understand, the former football league rebranded them as championship, league 1 and league 2 in 2004, but rebranded/renamed itself to the english football league only in 2016, so there never was an efl division 1, 2 or 3.

    https://web.archive.org/web/20160810201223/https://www.efl.com/news/article/2015/football-league-to-be-re-named-the-english-football-league-2798210.aspx

     

     

     

    I came here to point out the "EFL" wasn't called anything other than "The Football League" until 2016 too.

    An incredible piece of work, nevertheless.

  4. 57 minutes ago, krlenjushka said:

    I bought FM24 and i will try to update this tool to new version. 

    Awesome news - could you particularly have a look at the kit colour generation? The other FM23 functions all still seem to work in FM24 for me using an initial XML then manually adding the Outputs as generated for each element.

    I also managed to get a spreadsheet import to work for shirt colours, but only by concatenating separate RGB values into the correct XML text format in the spreadsheet and then doing a find and replace as they seem to have changed the initial text in the shirt colour line from "integer id" to "colour id". Would also be really useful to know how the colours should be split in the original spreadsheet - is it RGB values in 00|00|00 format in one column, or RGB values separately, etc?

    *After* you've played the game for a bit, of course!

  5. 16 hours ago, themodelcitizen said:

    Wow, reading up on DPMM and they've played in the top division of three different countries, that's got to be a record? I thought the Austrian teams who briefly played in the German structure were relatively unique that way

    Probably quite a few in the former Soviet, Yugoslav and Czechoslovakian countries too.

  6. Awesome sounding update (especially exploiting the hidden stadium section editor) - I haven't seen whether it reflects the 24.2 database first new IDs yet (or indeed if there are any Db ID changes)?

    OpenOffice works fine as an interim measure btw, I take a copy, update that to save changes and then move all the data back into the original

  7. 9 hours ago, forameuss said:

    Cheers for the feedback.  

    I'm not sure what you mean by saving progress of XMLs.  You as a user shouldn't really be saving XMLs manually.  If you drop me a PM with exactly what you're trying to do I can try and help.

    The colours stuff...yeah, I kind of get where you're coming from, although I felt like having the names was more user-friendly than just having a number, as a general editor who just dabbles probably isn't going to know what 56 means.  I guess it could accept both a number and the string one potentially.  I do agree on the RGB ones though.  At the moment I'm kind of using the editor to pick a colour and know what the RGB is, then putting that in, which kind of defeats the point of avoiding the use of the editor really.  It is something I'm planning on working on though to make choosing colours a bit more intuitive, so it is noted.

    Sorry, my 2am typo = now edited -  I meant saving as XLS not XML - the created file is an XLSM which I can open and edit but (presumably as it's the OpenOffice app not the Excel one) doesn't seem to allow me to save the edit spreadsheet anywhere else (which would allow me to set it up with the info in a spreadsheet, then just import it across when I want to create the XML) - it might just be a formatting thing with OpenOffice.

    EDIT: Have now saved a copy in the native OpenOffice .ODS format which I can copy into the XLSM file in the Input folder when I've got all the info in the right format and can save that as I go. Will just need to update the XLSM in one go and that should work fine.

    Would be great if you could add the style number (although a kit interface that's much easier to use than the Editor and provides all the XML output is probably the only way to improve on the RGB faffery).

  8. It's probably because I'm using OpenOffice and not Excel, but I can't save progress as an xmls (I have a lot of created info so need some saves as I add it) - and if I try to save as XLS it doesn't seem to do that. Does it work if I save the file elsewhere (or, say as a csv?) then move it back to the Input file to complete the xml creation?

    The other thing is that due to the RGB and multiple pieces, kit creation is a nightmare enough without having to remember that kit style 56 is called "3 Central Vertical Stripes (Middle Different Colour)" and type all of that in, when it's only going to convert it to "56" in the xml anyway. A rare time when entering the numbers might work better for the user than the description?

    Nice tool though, have enjoyed using it so far even if it refuses to save my interim changes (which admittedly also makes it difficult to test).

  9. On 25/11/2023 at 09:00, cimmi said:

    Perfect. How is it done? Can you write an example on how to add players?

    Everything you need is already in this thread.

    Download the tool (v1.1) from page 1, create an excel spreadsheet with the person characteristics you want to create in the same order as the tool (and using the first ID the game creates when you add a new player for your first player, then increase the ID by 1 for each line), then cut the Excel info and paste it into the input.txt file, tick the "input.txt is ready" button and make sure your tick boxes correspond with the info in the columns, run the scripts/generate output/xml in the tool, and there's your xml with your players and their data to import into the pre-game editor and load into FM when you start a new game.

    (Or there's this tool too: https://community.sigames.com/forums/topic/580152-fm24-fm-auto-editor-project/)

     

  10. On 17/11/2023 at 11:17, MisterX said:

    Can you use this tool for adding players too? 

    And for FM24?

    Yes and yes. Though as far as I can there's no way (yet) around the dodgy FM verification stopping things like changes to nation rules from working in FM24 due to stupid errors, so the benefit of adding competitions is temporarily a bit restricted. The usual verification fix doesn't work - shouldn't affect adding players though.

  11. On 14/08/2023 at 17:27, grade said:

    If I want the first kit of selection kit on editor, on type do I fill with a 1 or a 0?

    Judging from the Type in the table you quoted it would be a 1, but let us know if you get this to work, I can't get the RGB colours to create properly using the tool, only the Red value is created. :(

  12. On 11/08/2023 at 06:18, msobs said:

    Hi, I've been working on expanding the number of Polish names in the database (via adding named Polish players) for a Polish lower league save I plan to start, but have run into this issue when try to import the xml file. Any idea what's causing this and how I can fix it?

    Screenshot2023-08-10225739.thumb.png.5d239ff41ff66f57bc6aaf51454a50b0.png

    The first thing I'd do is check for non-standard characters in the name. - That Miroslaw has a special character and it's possible it might have been entered wrongly somewhere else in the list, for instance. I think there's a list of the "special character" codes earlier in this thread if you want to keep special characters in.

  13. On 03/08/2023 at 22:10, Jorgen said:

    @krlenjushka I have found a website that gives ELO-scores to 2800+ football clubs around the world. I copied all those scores to Excel and multiplied them to fit in FM's 0-10000 reputation range. Can I now use this to swap the reputation and the ELO scores?

    As long as you know the team ID, because reputation is one of the categories in the tool, yes.

    It might take a little trial and error to work out how many tabs you need - which are essential other than Reputation and Team UID (eg I don't know if you need the team name or if the ID alone is enough, it's been 3 months since I used it regularly). But it absolutely should work if you tick Reputation and get the input format correct.

  14. On 23/07/2023 at 16:12, michael21 said:

    Amazing tool, this is an absolute game changer. Thank you!

    One bug/issue I noticed is the foreground and background colors xml does not generate properly when generating the club output.

    It is fantastic isn't it!

    I noticed this too though - it only seems to create the Red part of the RGB even if you move "year founded" in front of the RGB (which is needed to get any row for colour to populate), and never creates Green or Blue - would be fantastic if this could be fixed as it's a massive time-saver in editing new teams which exist but aren't in the game.

  15. On 06/05/2023 at 20:08, PostMovieCam said:

    Dumb Question has anyone been able to get a new clubs xml to work with both foreground and background color on? I Have the RGB numbers in their own columns, are they suppose to be one all together?

    I've done a fair bit of looking at this tonight. And yeah I'm using the right version of the tool this time (FM23 v.1). :lol:

    The first thing is that I think the "Year Founded" needs to go *before* the Foreground and Background RGB columns on your spreadsheet. Having one column each for Foreground and Background also means all the other settings after it work correctly too.

    However, I can't get it to work automatically with the tool, only the Red values show, eg it imports 255,0,0 instead of, say, 255,126,1. Same for both Foreground and Background

    I have worked out that if you manually enter
    <colour id="new_value" red="255" green="126" blue="1" alpha="255"/> (with your preferred RGB values)
    in the row under the unsigned id property value for Foreground and Background in the XML, it will work manually one club at a time, but can't get the bulk import to work.

    There must be a particular format needed - any ideas?

  16. On 03/05/2023 at 18:32, Emmersonforest4 said:

    Thank you so much for that, so can I import data into another editor database? How would I do that? Also if my input file looks like this picture below will it not work?

    On 03/05/2023 at 18:32, Emmersonforest4 said:

    Thank you so much for that, so can I import data into another editor database? How would I do that? Also if my input file looks like this picture below will it not work?

    image.png.51adba26f4bdecb722b82803dec96c61.png

    I've never had a problem importing when the data looks like this, the tab breaks are still in the right places hidden within the text.

    The one thing I did notice however was that I needed a blank column in the spreadsheet/input file after the the Stadium UID and before the Stadium Name, or the import didn't link the UID to the Stadium Name. But that may have been FM21 v1.1 as it was a few months back.

  17. On 06/05/2023 at 20:08, PostMovieCam said:

    Dumb Question has anyone been able to get a new clubs xml to work with both foreground and background color on? I Have the RGB numbers in their own columns, are they suppose to be one all together?

    Dumb response too :lol:  (EDITED) - just spotted the new version FM23 v1.0 on the front page of the thread, which is awesome - just got a new laptop so been re-installing apps for a few weeks. I'll give it a test with the foreground and background colours, maybe not with all 1260 clubs I've got in my spreadsheet though.  :lol:

  18. On 06/05/2023 at 10:38, Emmersonforest4 said:

    Does anyone know if you can merge the upload with fmf files?

    I haven't tried it, but can you import the fmf into the editor, search the db for the last UID number for City/Competition/Club etc and then use then number after that as the first UID in your import so it's sequential and following on from the data in the fmf? 

    EDIT: I have just added the fmf and the last club UID is 2000248939 Eaton Socon in the city Eaton Socon which I am 100% sure isn't in the original, so the next test is to add a club at number 2000248940... just a moment!

    FURTHER EDIT: Short answer... you can if you create your xml first, using the first free UID number in the base Db and import your xml first. Then use the Merge Files command and load the FMF afterwards. It moves all the numbers of the clubs or whatever it is you're importing in the FMF down by however many of those things you've already added [in my import of one team Eaton Socon became 2000248940, the new XML team was added at 2000247395 which is a club number not long after the end of the 23.4.0 Db].

    You'd have to test whether that causes any problems for linking the FMF data with other FMF data from having different numbers. I think it's all relational within the XML so it should still work (ie all the new numbers in the FMF find all the other new numbers), but haven't checked that because I don't know what that data is supposed to look like to begin with. But in theory so far it seems to work.

    You can't load the FMF first then Merge the XML into it because the FM Editor doesn't allow you to merge xml format and you also can't import anything on top of the FMF, so you have to do it the other way around.

    It's been years since I messed about with these bits so apologies if this is a bit obvious to some of you!

  19. On 15/02/2022 at 01:09, griffin99 said:

    FWIW since I posted this I've worked out that I think by using the "back of shirt" switcher, you can actually have 3 x 56 = 168 unique default kits in the game, which gives a lot more variety - spent much of the past 2 years mucking about trying to work out which 168 give the broadest range of classic kit styles, current kit templates and teamwear designs used by loads of lower league clubs... though I haven't *actually* tested how best to create the views of the shirt fronts in the shirt back view in the editor, it looks like it's possible...

    I've tested it now - it works, so you can have 168 default 2D kits in the Editor (and also add the equivalent 3D templates in the game) and use the "back of kit" design switcher to change the whole shirt in the Editor. Especially great for creating multiple lower league kits in completely editable colours if you update the defaults to show template styles, and to have loads of different templates too.

    Two problems:

    1) how to represent the three different kits available for each slot in the Editor - this illustration shows the kits but also represents the kit in the colour editor view so isn't very good there, the kits appear too small and you can't tell which you've selected from the three. I may just have to use a representative image.

     02-0.png.3485b24273370979d26f64e4aa812f5f.png

    Each design is set in 2D/back/default/same as front/ OR 2D/back/default/square OR 2D/back/default/plain and called "x.png" where x is the number of the shirt slot from 1-56. You also have to change the config file to show you're using a different design for "Plain" than the one plain back design normally used by default - easy enough to work out in the config file:

    <record from="1" to="graphics/pictures/club/none/kits/back/outfield/home/plain/kitstyle/4"/>
    just change it to 
    <record from="4" to="graphics/pictures/club/none/kits/back/outfield/home/plain/kitstyle/4"/>
    so kit 4 picks up image 4.png rather than kit 4 looking to image 1 in the 2D/back/default/plain folder - which it automatically does anyway for Same As Back and Square so you don't need to change those.

    These shirts then show the front of shirt design you've added in the "back of shirt" viewer" in the editor and edited in the same size as the normal front shirt editor - if you just use an image of the front not the back of the shirt.

    NB this does of course remove the option to add a square for the number or a plain back, because the slot is now taken with a whole different shirt design changing both front AND back of the shirt design.

    2) The other problem with this is the back of shirt number 9 appears on the kit (obviously as it's designed to be a back of shirt viewer, not the front of shirt viewer I'm using it for). Looking for a way to get around that by suppressing the number in the Editor view (I've asked for ideas here: https://community.sigames.com/forums/topic/559123-fm22-editormod-customize-editor/page/2/

    Of course if you want the images to match in 3D you have to update the three slots per design of the 3D defaults too - instructions for that are already in the thread above.

  20. On 07/12/2021 at 20:05, BiggieEllefson said:

    I don't know exactly how useful this might be, but, I have compiled a spreadsheet of the geographical co-ordinates of the stadiums in Wales (I started compiling it for an FM 2020 save, thinking it might fix the North clubs being promoted to the South, and vice versa. It didn't, but I ended up using it as the basis of a Google Earth file to amuse my friends. They were amused).

    I have tried to get it as accurate and up-to-date as possible, using data from the Comet app and Football Ground Map. I've gone as far down the system as I can with what information I can find (it's spotty between Steps 6-10), and there will be gaps.

    It's probably a massive waste of time, but, thought I would share it here. I posted an older version on the Wales Data Issues thread, but have corrected mistakes and updated information on this later file.

    Wales Stadiums Lat-Long.xlsx 64.33 kB · 9 downloads

    Cheers for sharing, can never get too much handily formatted info that might be of use. 

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