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Posts posted by TCSSkin
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2 hours ago, Rodgar said:
That's the solution! I was just changing the attributes, saving and loading again... Thank you for the solution and for this awesome skin!!
if it makes you feel any better.. i done the same thing the other night. I've been making skins since fm 15..
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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 - greenif you're referring to the normal attributes in game, then no, you're limited to 4. For any attribute "graphic", you can
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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 seethe 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
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1 hour ago, juanchisanz said:
in the player attributes file, there should be an attribute towards the top called row_height, reduce that value until you're happy
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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
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12 hours ago, bahmet said:
How to make such a structure? Am I doing the right thing?
<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,
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>
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6 hours ago, bahmet said:
How to make such a structure? Am I doing the right thing?
<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
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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
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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
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1 hour ago, PaulRows said:
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
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17 minutes ago, Raymubdo21 said:
Apologies if this has been said, will a version of the mustermann come out with player stats as well? Like FM23 to use either none stats or stats with this skin?
First post, under "Will You Make a “Normal” Version with Numerical Attributes?"
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please search before creating a new thread
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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
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4 minutes ago, Alexpuk2002 said:
They don't make it easy to find and edit these panels
They don't. I've bought up the difficulty of making light skins and the popularity of them in a meeting with SI reps, so fingers crossed for 25.
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2 minutes ago, PequenoGenio said:
This one?
Thanks my friendYeah i think so. Will double check when i get home
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14 minutes ago, PequenoGenio said:
Sorry @TCSSkin but what font do you use?
Satoshi i believe. I'm at work so i'm guessing off the top of my head
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2 hours ago, dino88 said:
Hi guys, does this work with base skin? I'm following the steps and the skin won't even appear on my skin selection drop-down on preferences. Thank you!
as mentioned above, you'll have to change the required version to 24.0.0
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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
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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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This is the only one that is released, Unfortunately they are a massive pain to create and most people don't have the time to commit to the task
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On 01/12/2023 at 00:00, TCSSkin said:Personal skin that I've been working on, no working name as of now. The plan with the skin is to basically make a modular, adjustable skin that adapts to all resolutions, but troubles with that has halted the release of the project and I just don't find it fun. At this point in time, the skin would look like crap on anything less than 1440p so that's put a big dampner on it. Credits to @GIMN, @Wozzie, @Grootinho, @keysi, @snowofman
Still undecided whether I will release as it takes heavily from other skins.
Made a few tweaks, stole more stuff from Rensie and Sas. Tweaked the background and just tweaked the header. Also added a bookmarks popup tweaking Wannachup's BG selector
As of now, i'm thinking no release as this skin doesn't work great under 1440p and anyone who's released a skin will know exactly how it'll go if i do.
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1 minute ago, corly said:
I'm thinking it might not be possible.
Correct
1 minute ago, corly said:the other question is the difference between "<record" and "<flags".
Record allows you to edit the line basically. For example personality looks like this,
<flags id="PPst" /> vs <record id="PPst" colour="yellow" style="bold"/>
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[FM24][SKIN] Mustermann Iconic v1.1 - Updated 23/12/23
in Skinning Hideout
Posted
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