michaeltmurrayuk

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  1. First the file needs to be located inside the panels\dialogs folder for the skin you are using. (If you are using the default skins then you should be able to create a panels\dialogs folder insider your User Data Location and have the game read the file from there). Then when you load the game, go into the preferences menu and check to see if the skin cache is on, if it is turn it off and reload the skin and the changes should now apply. (You can turn the skin cache back on after it displays).
  2. fm2017 skin

    That's just for the width, there should be a bit of code that looks something like this further down: <!-- stick the icon widget here --> <container height="80" width="80" col="0" row="0"> 80 is the default value, you might want to change yours to 100 if you still want a bigger kit, but as long as the values are less than 120 it should get rid of the gap. (If you just want it all back to default then you can just delete that file).
  3. Not as far as I am aware, I don't use it in my active game but people have been using this since Christmas with no reports of any issues so far.
  4. fm2017 skin

    The gap will be caused by the values you have entered for the kit sizes, in the 'match incidents small' xml file found in the panels\match folder you'll need to reduce the height of the kit (as the height value you've set will be bigger than the width so you are left with empty space), if you cannot remember what you did to change the kit sizes then have a read of this post:
  5. What coding have you used to move the scoreboard to the right, it might be getting confused and looks like its putting it on the wrong side of the inset especially if you have linked it to the skysports logo. (Or you could try deleting the animation code from the scoreboard widget to see if that is the problem - if it is you might need to mess around with some of the values in the animation code, as the animation code might be shifting it more to the right as the default code assumes it is on the left of the screen.)
  6. In FM17 the Work Permit rules can be found in the rules tab of the competition screen.
  7. Football Manager 2017 - How To Add a Manager Picture Football Manager 2017 (and Football Manager Touch 2017) has made some changes to how the manager picture works, with one of the new features being the ability to turn a photo into a facegen image used by the regens in the game, unfortunately it seems the adding of this feature removed the ability for you to assign a image to your manager via a config file like you do with players, SI for some reason also removed the option to add a manager picture from the preferences menu. Thankfully it is actually possible to add back the manger picture option to the preferences menu which allows you to assign an image to your manager like in the past, and this is a fairly simple change that just involves copying over one of the xml files from Football Manager 2016. The first thing you need to do is extract the contents of the panels.fmf file from Football Manager 2016, if you don't know how to do this then follow the instructions in this guide Once you have extracted the contents of the panels.fmf file you need to locate the 'manager profile panel preferences' xml file. Next you need to copy this xml file into the panels\human folder for the skin you are using, or if you are using the default skins (or want the box to appear in each skin) you can just create a panels folder inside your User Data Location and inside the panels folder create a human folder and place the xml file in there. If done correctly it should look something like either of these two images: Once you have done that load up FM17 and goto the Preferences -> Interface screen and in the bottom right corner under the Manager Screen section should now be a new Choose Picture option as the below image: If this option isn't visible first make sure you have selected the skin you add the above file to and you have turned off the skin cache and confirmed the changes and then gone back to the Preferences Screen. (You can turn the skin cache back on once the option has appeared). Now to select an image you just need to press the Choose Picture option, this should then bring up a popup box where you just need to navigate to the folder that has the image you want to use, select the image and click confirm. Then confirm out of the preferences menu and your chosen image should now be shown for your manager. As an example I have assigned the FM2017 logo to be my Manager photo in the below screenshot: Then once you save the game that image is tied to your manager, to change the image you just need to go back into the preferences menu, however there doesn't seem to be anyway to actually remove the image to get the default facegen image back. Also note that I haven't fully tested this so it might flag up some errors somewhere, however people have been using it since Christmas so the chances of any problems seem slim. Credit also goes to @bluestillidie00 for the idea of where to look for this information. Finally if you don't have FM16 or don't want to go through the fuss of extracting the files yourself I have uploaded the file at the below link. To install it you just need to extract the zip file and place the panels folder either inside the folder for your skin or in your User Data Location. Manager Picture Mod Download Page --- Redistribution Terms You are free to post this content to your website provided: 1. It is not sold or behind a paywall. 2. You don't advertise it as being exclusive to your website. 3. My username and blog address are included: http://michaeltmurrayuk.blogspot.co.uk/
  8. It's the alpha value, you need to set that to 255 as at the moment you are setting it to ~85% transparent so the team colour is showing through it, if you increase the alpha values that will make your gradient more solid to override the team colours. (If you want some of the team colour to show you don't need to use 255).
  9. Just tried and it worked for me, though if its a blank xml file rather than one taken from another font you may need to add some more info so the full file should look something like: <record> <string id="file_name" value="fonts/ProximaNova-Sbold.otf"/> <integer id="gradient_upper_margin" value="20"/> <integer id="gradient_lower_margin" value="0"/> <integer id="gradient_curve" value="0"/> <integer id="gradient_upper_colour_red" value="255"/> <integer id="gradient_upper_colour_green" value="255"/> <integer id="gradient_upper_colour_blue" value="255"/> <integer id="gradient_upper_colour_alpha" value="255"/> <integer id="gradient_lower_colour_red" value="255"/> <integer id="gradient_lower_colour_green" value="255"/> <integer id="gradient_lower_colour_blue" value="255"/> <integer id="gradient_lower_colour_alpha" value="255"/> </record> Heres a quick example with the text gradient changed to green (and the club backgrounds removed):
  10. If you want the text to stop recolouring, then in widget that calls the team name add a font="<FONT>" bit, then create an xml file with that <FONT> name in your fonts folder and paste in the following gradient code: <integer id="gradient_upper_margin" value="20"/> <integer id="gradient_lower_margin" value="0"/> <integer id="gradient_curve" value="0"/> <integer id="gradient_upper_colour_red" value="255"/> <integer id="gradient_upper_colour_green" value="255"/> <integer id="gradient_upper_colour_blue" value="255"/> <integer id="gradient_upper_colour_alpha" value="255"/> <integer id="gradient_lower_colour_red" value="255"/> <integer id="gradient_lower_colour_green" value="255"/> <integer id="gradient_lower_colour_blue" value="255"/> <integer id="gradient_lower_colour_alpha" value="255"/> Then just set the upper and lower RGB values to the same and it should override the recolouring code.
  11. The instructions are in the first few posts of the thread.
  12. If you are adding a variable to the line you need to change the flags bit to read record so: <flags id="Ttea" width="230" /> Should be: <record id="Ttea" width="230" />
  13. Have a read of this guide:
  14. First thing you need to do is to switch to the Base2016 Touch – Dark skin. Next you will need to extract the skins.fmf file from the default game files instructions on how to do that are here: [FM2015 Guide] How to Extract Default Files & Understanding File Structure Once you have extracted the contents of the skins.fmf file browse to \skins\fmc\panels\ in the extracted files and locate and copy the 'client object browser' xml file and paste that into the panels folder inside the base skin. Then in the 'client object browser' xml file locate this section of code: <!-- background picture - covers entire screen --> <widget class="background" file="backgrounds/default" id="bgnd"> <record id="object_property"> <integer id="get_property" value="bgnd" /> <integer id="set_property" value="file" /> </record> </widget> And after that code paste in this line of code and save the file: <!-- background box - covers entire screen --> <widget class="bordered_box" appearance="boxes/custom/background/paper"/> That line of code will add a box over the background to darken it. If you want to modify the transparency of the overlay then you can follow this guide once you have done the above steps: If you want to replace the generic pitch background then you just need to put the image you want to show in the \graphics\backgrounds\ folder for the base skin and rename it to 'default'. Once you have done all that load up the game, switch to the base skin and turn off the skin cache if it is on to load your changes.
  15. If you are using FM17 then the downloaded files need to go into the C:\Program Files (x86)\Steam\SteamApps\common\Football Manager 2017\data\facegen\hair folder.