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TCSSkin

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Posts posted by TCSSkin

  1. 19 minutes ago, zois92 said:

    Is there a way to find out what are the attribute ranges on our skin?

    Does it become gold for example if an attribute is 15 or it needs to be a solid 16? If you check on the attribute threshold on the preferences it says it's 15 but I don't think that's true.

    Is the page below situated on the preferences configurable or not?

    Screenshot 2023-12-22 at 5.49.41 PM.png

    Having a look at the class, 

    It has this      

    <record min_value="1" max_value="5" file="mustermann/attributes/low" />
            <record min_value="6" max_value="10" file="mustermann/attributes/average" />
            <record min_value="11" max_value="15" file="mustermann/attributes/good" />
            <record min_value="16" max_value="20" file="mustermann/attributes/excellent" />

    If you edit the attribute_circle file in the classes/attributes folder, you can change it, though you'll have to restart the game

  2. 3 hours ago, OscarTheGrouch said:

    is there a way to get 5 attribute colours based on ranges?

    i basically want to add a new range to the existing structure so it would be like.

    1-5 - bad - red
    6-10 - average - white
    10-14 - good - yellow
    14-17 - great - blue
    17+ - excellent - green

    if you're referring to the normal attributes in game, then no, you're limited to 4. For any attribute "graphic", you can 

  3. 16 minutes ago, Birdman10piyu said:

    that would be amazing.

    I want to try and play semi attribute less so there are some attributes I don't care to see

    the ones I want to hide are

    anticipation, decision, concentration and composure.

    would it be a lot to ask to convert to non-numerical?

    thanks so much.

    sure ill write a quick little guide up when i i get home from work

  4. 1 hour ago, juanchisanz said:

    I made it! thanks for youyr help

     

    The only think is the attributes panel is displaying a bit too big and I have to scroll down to see all attributes.

    Is there a way to make  this specific panel or attributes smaller (or reducing font size?)

    Thanks

     

    image.thumb.png.86d80f92f08e1f9028dfc5c9f2e7302c.png

    in the player attributes file, there should be an attribute towards the top called row_height, reduce that value until you're happy

  5. 1 hour ago, Birdman10piyu said:

    Hey guys, 

    Is it possible to readjust and re order the attributes, even hide some?

    I'm looking to play semi-attributeless but I don't like going in completely blind

    I'd like the ability to have sections of a player's abilities, one for dribbling, one for shooting, passing etc

     

    But I'm also looking to hide a few mental attributes as well.

     

    Thank you

    There's no way to do it dynamically, the attributes would be hidden individually, however every player for example would be missing flair or teamwork.

    If that's fine, let me know and i'll write something up for you tomorrow

  6. 12 hours ago, bahmet said:

    How to make such a structure? Am I doing the right thing?

    image.png.66dc641b10066c9d4ec24e80ac18c522.pngimage.png.fc5f821ecd3665ba2e562b6fa90b3d40.png

      Reveal hidden contents
    <container class="main_transparent_box_no_margin" width="180" >
    	<layout class="arrange_vertical_attachment" layout="-1,-1" offset="0" gap="10" />	
    	<layout class="stick_to_sides_attachment" alignment="all" apply_to_children="true" inset="10" />
    	
    			<widget class="stadium_button" id="stad" auto_size="all"  navigation_focus_target="false" size="9" font="title" alignment="left,can_scale" offset="-5">
    					<layout class="centre_in_parent_attachment" alignment="all" />
    					<translation id="no_object_text" translation_id="227505" type="use" value="Unknown Stadium"/>
    					<string id="format" value="[%stadium#1-short]" />
    					<record id="object_property" get_property="stad" />
    			</widget>
    	
    	<container>	
    		<layout class="arrange_horizontal_attachment" layout="-1,-1" offset="0" gap="10" />
    			<widget class="city_label" id="namL" alignment="left,can_scale" style="bold" colour="white" size="8" font="title">
    				<record id="object_property">
    					<integer id="get_property" value="SctI" />
    				</record>
    			</widget> 
    		
    		<!--attendance-->
    		<container>
    			<attachment_group class="horizontal_arrange_vertical_autosize" horizontal_alignment="middle" />
    			<widget class="label" auto_size="all">
    				<translation id="text" translation_id="247242" type="use" value="Attendance" />
    			</widget>
    			<widget class="number_label" auto_size="all">
    				<record id="object_property" get_property="FxEA" dont_set_hint="true" />
    			</widget>
    		</container>
    		
    	</container>	
    </container> 

     

     

    This is how i'd do it personally, 

    image.png.b6e18de603900e32db93101206551100.png

    Spoiler
    	<!-- CHANGE THE MIDDLE ALIGNMENT TO TOP IF YOU WANT IT AT THE TOP OF THE PANEL, BOTTOM ETC -->
    	<attachment_group class="vertical_arrange" vertical_alignment="middle"/>
    
    	<!-- STADIUM NAME -->
    	<widget class="stadium_button" id="namV" style="bold" size="large" auto_size="vertical" alignment="centre" icon_enabled="false">
    		<!--CALLS THE STADIUM NAME LABEL FROM STADIUM PROPERTIES.XML, WHICH CAN BE FOUND IN PROPERTIES.FMF -->
    		<record id="object_property" get_property="stad"/>
    	</widget>
    	
    	<!-- CONTAINER HOLDING CITY AND CAPACITY -->
    	<container>
    		<!-- LAYOUT IS SPLIT INTO TWO. IT ARRANGES THE PANEL HORIZONTALLY, USING A FILL ALIGNMENT. IT THEN MAKES USE OF A VERTICAL AUTOSIZE SO WE DON'T HAVE TO DEFINE HEIGHTS -->
    		<!-- CONTAINERS USED MUST BE AUTOSIZE CONTAINERS, AND TEXT WIDGETS MUST HAVE AUTO_SIZE VERTICAL TO WORK -->
    		<attachment_group class="horizontal_arrange_vertical_autosize" horizontal_alignment="fill"/>
    
    		<!-- CITY -->
    		<container>
    			<!-- AS MENTIONED PREVIOUSLY, THIS CONTAINER REQUIRES A AUTOSIZE -->
    			<!-- YOU CAN ADJUST THE SPACING BETWEEN THE TWO PANELS BY EDITING THE GAP VALUE. MINUS VALUES WILL BRING IT CLOSER, WHILE POSITIVE VALUES PUSHES IT APART -->
    			<attachment_group class="vertical_arrange_autosize" vertical_gap="0"/>
    			
    			<!-- DEFAULT PROPERTIES USED SO WE DON'T HAVE TO DEFINE THE SAME ATTRIBUTES AGAIN -->
    			<record id="default_properties" auto_size="vertical" alignment="centre"/>
    
    			<!-- LABEL -->
    			<widget class="label" font="label" colour="faded text">
    				<!-- THE LABEL CALLS THE ID FOR THE CITY FROM STADIUM PROPERTIES, THEN THE NAME="TRUE" ATTRIBUTE MAKES IT LOAD THE VALUE THAT IS DEFINED AS NAME -->
    				<record id="object_property" get_property="SctI" name="true"/>
    			</widget>
    
    			<!-- CITY -->
    			<widget class="city_label">
    				<record id="object_property" get_property="SctI"/>
    			</widget>
    		</container>
    		
    		<!-- CAPACITY -->
    		<container>
    			<!-- AS MENTIONED PREVIOUSLY, THIS CONTAINER REQUIRES A AUTOSIZE -->
    			<!-- YOU CAN ADJUST THE SPACING BETWEEN THE TWO PANELS BY EDITING THE GAP VALUE. MINUS VALUES WILL BRING IT CLOSER, WHILE POSITIVE VALUES PUSHES IT APART -->
    			<attachment_group class="vertical_arrange_autosize" vertical_gap="0"/>
    			
    			<!-- DEFAULT PROPERTIES USED SO WE DON'T HAVE TO DEFINE THE SAME ATTRIBUTES AGAIN -->
    			<record id="default_properties" auto_size="vertical" alignment="centre"/>
    
    			<!-- LABEL -->
    			<widget class="label" font="label" colour="faded text">
    				<!-- THE LABEL CALLS THE ID FOR THE CAPACITY FROM STADIUM PROPERTIES, THEN THE NAME="TRUE" ATTRIBUTE MAKES IT LOAD THE VALUE THAT IS DEFINED AS NAME -->
    				<record id="object_property" get_property="Scpy" name="true"/>
    			</widget>
    
    			<!-- CAPACITY -->
    			<widget class="dashed_number_label">
    				<record id="object_property" get_property="Scpy"/>
    			</widget>
    		</container>
    
    	</container>

     

     

  7. 6 hours ago, bahmet said:

    How to make such a structure? Am I doing the right thing?

    image.png.66dc641b10066c9d4ec24e80ac18c522.pngimage.png.fc5f821ecd3665ba2e562b6fa90b3d40.png

      Hide contents
    <container class="main_transparent_box_no_margin" width="180" >
    	<layout class="arrange_vertical_attachment" layout="-1,-1" offset="0" gap="10" />	
    	<layout class="stick_to_sides_attachment" alignment="all" apply_to_children="true" inset="10" />
    	
    			<widget class="stadium_button" id="stad" auto_size="all"  navigation_focus_target="false" size="9" font="title" alignment="left,can_scale" offset="-5">
    					<layout class="centre_in_parent_attachment" alignment="all" />
    					<translation id="no_object_text" translation_id="227505" type="use" value="Unknown Stadium"/>
    					<string id="format" value="[%stadium#1-short]" />
    					<record id="object_property" get_property="stad" />
    			</widget>
    	
    	<container>	
    		<layout class="arrange_horizontal_attachment" layout="-1,-1" offset="0" gap="10" />
    			<widget class="city_label" id="namL" alignment="left,can_scale" style="bold" colour="white" size="8" font="title">
    				<record id="object_property">
    					<integer id="get_property" value="SctI" />
    				</record>
    			</widget> 
    		
    		<!--attendance-->
    		<container>
    			<attachment_group class="horizontal_arrange_vertical_autosize" horizontal_alignment="middle" />
    			<widget class="label" auto_size="all">
    				<translation id="text" translation_id="247242" type="use" value="Attendance" />
    			</widget>
    			<widget class="number_label" auto_size="all">
    				<record id="object_property" get_property="FxEA" dont_set_hint="true" />
    			</widget>
    		</container>
    		
    	</container>	
    </container> 

     

     

    that should work, but i'm looking at it work so i'm not 100%. There's definitely a way to simplify that, i'll send you what id use when i get home

  8. Easiest way would be to copy the class (i haven't looked through livid so i can't say what it's called), inside that file will point to graphics you need to copy over. 

    If you want to copy the attribute colours over, they'll either be called in the class file, or each individual graphic will have an .xml file which will call the colour. After that you'll have to find them in the livid settings file that is in the settings folder, and copy that to your own. 

    Im not sure how much experience you have skinning, if you have some it should be easy, if you don't have any, just take it slow, read everything a few times and just do everything one step at a time :)

  9. 6 hours ago, Altemosejd said:

    First off, love love loving this skin.  It's my new favorite.  Can't get enough.  I imported a barrow save from 23 and happened to be at the end of the season.  Since it was may there was obviously a ton of data from the current season. I was wondering if since this relies so heavily on statistical data is there a better way to "co-locate" previous season data? Am i wrong in thinking you'll have to do all your summer transfer statistical analysis in may before the stats reset for the coming season? Does anyone have any tips on how to make this happen besides creating an addtl EOY save file?  Sucks cause i'm going up to the Championship and I'll finally be able to scout outside of england to an extent. 

    easiest way i find is the "use new file for each save" setting, but it uses a ton of storage space so if you don't have like 6tb like me it can rack up quickly 

  10. 1 hour ago, PaulRows said:

     

    By the way, I would also like to ask why I'm not seeing as much detail as you are?

    is there a setting I must change?

    It looks like there is much more useful info on the right and the bottom side of the screen. Pictures attached to show difference:

     

    image.thumb.png.204de4453ef4301334fae2895361c001.png

     

    Screenshot2023-12-10at00_59_06.thumb.png.25fabfbca461d6209ad68d271458c060.png.b54d15d7f5617bca3aa9f3d9f19730c8.png

    your screen is a lower resolution than his. You can try make the zoom lower in preferences, but without a higher resolution monitor you're kinda stuck

  11. 2 hours ago, Olas Nick said:

    i think it won't happen.  to return the light skin, you need to rewrite the entire default skin from scratch.  a large number of people worked on the default skin for many years.  many of them did not know the basic classes very well and came up with something of their own parallel to the already existing one.  this led to the presence of many elements that do not respond to skinning. in many places absolute color values are used, a classic example is color="white" instead of color="text".  the most recent  bug example is black attributes > 15 if skin used attributes in a color boxes

    For sure, however they have access to many tools we do not, as well as classes such as person_button that we don't, so it'd be less work for them than us. That being said, I agree, its unlikely but we can hope

  12. 3 hours ago, DamienQilBormliz said:

    Looks nice! If I may ask what background picture are you using? My eyes really settled in with it.
    And would you be able to just share the tactic overview panel? I've been trying to put names on the back of the shirt for a while.

    Thank you.

    background pic is here

    Tactics icon is just a person_name button overlayed at the top rather than the bottom  Only problem is it doesn't respond to kit colour, so if you have a white kit the name will be white

     

  13. 36 minutes ago, Orange2000 said:

    Hi great modifications! I`m doing also some for personal use. Is it possible that you share one panel? I`m very interested in Recent Form Panel  from player overview (last screen). (with 3 deferent periods) . Thank you in advance!

    if you look in wtcs, all three options are there, i just put it in a tab 

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