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Found 37 results

  1. I change attribute number font but don't know. fonts/text.xml files is changing all font but I want only number. Help me. Thanks
  2. Hi all anyone know how I can reduce the filter bar please?
  3. Football Manager 2015 Skinning Guide Part 1: The Basics With the changes to skins in patch 15.2 for Football Manager 2015 now is a good time to finally update this guide from its Football Manager 2010 version. NOTE: If you are creating skins for older versions of Football Manager then please follow the old guide as these instructions won’t work for older versions. Before You Start - Programs You Will Need So before you start doing any skinning you need to ensure you have a few tools available. - A fully up-to-date version of Football Manager 2015. - The Resource Archiver Tool, this is obtained via Steam from the Library -> Tools menu (note you need to own the retail version of Football Manager to have access to that versions Resource Archiver Tool). At the moment I recommend you use the FM2013 version if you have access to it, as it shows file and folder icons to make navigating easier and there doesn't seem to be any functional changes since then. If you haven't used the Resource Tool before then there is a user guide installed with it that explains how to use it. - A Text Editor – Notepad is fine, however I’d recommend a program like Notepad++ or a web editor such as Kompozer – these have colour-coded code and line numbers that make it easier to edit the larger xml files. - Graphics Software – You need a program that supports transparent png files, if you already have graphics software you are familiar with and it supports transparent png files then use that program, if you don’t already have any graphics software then free options are Paint.net (upgraded version of MS Paint), or The GIMP (open source alternative to Photoshop, but not all that user friendly), among others. There is also Photoshop that is used by the professionals however it is expensive and not really needed unless you are doing fancy stuff – if you do need to use Photoshop you can download a 30 day trial from adobe’s site. This and future guides will assume you are using Notepad++ to edit the xml files and where possible paint.net to edit the graphics. Before You Start – Extracting the default files Once you have the tools you need the next thing you need to do is to extract the default files. To explain how to do this I have created a separate guide: How to Extract Default Files & Understanding File Structure So go read and follow that and return when you have finished as the rest of this guide and the future Skinning Guides will assume you have followed that guide. Creating Your First Skin Now that you have picked your tools and extracted the default files you can start creating your first skin. In this guide we are going to create a simple skin called My First Skin for the full mode of FM2015 based upon the default Dark FM2015 Skin. First thing you need to do is to have two folder locations open; your 'Working' folder where you extracted the default files to and the skins folder located inside your 'Saving Location' (which by default is Documents\Sports Interactive\Football Manager 2015) From your 'Working' folder go into the skins subfolder and locate the folder called 'fm dark' now copy this folder to the skins folder within your Saving Location. Now the first bit of skinning we are going to do is to rename the copied over 'fm dark' folder to the name of your skin, so in this case we will name it my_first_skin (NOTE: when naming the skin folders keep the name simple and avoid caps, spaces and special characters to save any problems later). Next open the my_first_skin folder and you should have one folder called settings and two xml files; fm dark.xml and skin_config.xml – now delete the fm dark.xml file as that isn’t needed any longer and is left over from the pre-patch files, if the fm dark.xml isn’t present then you are fine, if the skin_config.xml file isn’t present then you haven’t followed the how to extract files guide correctly so go back and start again. Now go into the settings subfolder and there should be an xml file called 'fm dark settings' rename this file to 'my_first_skin settings' (NOTE: If you have picked a different name then the bit before the settings in this file needs to match the folder name of your skin, so if your folder name was <skin_name> then the xml file would be called '<skin_name> settings'.) If done correctly your settings folder should look like this: Now go back up a level and open the skin_config xml file in notepad++ and in that file in the middle you will see a block of code that looks like this (there is more code in the file but we don’t need to bother with that at the moment): <!-- skin details - most of these are intentionally not translated --> <string id="name" value="Football Manager" /> <string id="author" value="Sports Interactive" /> <translation id="description" translation_id="249669" type="use" value="Default Skin" /> <string id="version" value="1.0" /> <flags id="parent" value="fm dark-widgets" /> <string id="skin_name" value="fm dark" /> The first line is a comment line, whenever you see any code in the xml file that is inbetween <!-- and --> it is a comment and isn’t read by the game and if you are using notepad++ it will be coloured green. Comment code is mainly used to explain what bits of code do. <string id="name" value="Football Manager" /> This line determines what name shows for your skin on the skin drop down menu in game, note that this name doesn’t need to match the name used for the folder, in this case we will be calling our skin My First Skin (Dark), so you would change the line to read: <string id="name" value="My First Skin (Dark)" /> On the next line you change the author value to the name you want to be created by as the creator of the skin, what you put here doesn’t matter most people will either use their real name or the forum name they are most known as in the community, for me I enter my name as michaeltmurrayuk: <string id="author" value="michaeltmurrayuk" /> The next line is a place for you to enter a short description of your skin; in this case we will replace the text 'Default Skin' with the text 'This is my first skin based on the Dark Default Skin': <translation id="description" translation_id="249669" type="use" value="This is my first skin based on the Dark Default Skin" /> The next line is the version number line, this isn’t that important, though it is advisable to change this number whenever you release an updated version of your skin as it is the easiest way for end users to ensure they are running the most up-to-date version of your skin. For this guide we will leave it at 1.0. Next up is the parent skin line, as explained in the extracting files guide this value tells the game where to look next for the files it needs, in this guide we will leave this value alone and for the most part you shouldn’t need to adjust this value as if you want to base your skin off one of the other default skins you’d use their skin folder as a base instead of using the fm dark one and editing this value. The final line is the skin_name one and this is new for 15.2 and is also all important as it allows the game to locate your skin files, the text in the value bit needs to exactly match the name of the folder for your skin, so in this example we’d change the 'fm dark' text to read 'my_first_skin': <string id="skin_name" value="my_first_skin" /> And with that done the starting code should now look like this: <!-- skin details - most of these are intentionally not translated --> <string id="name" value="My First Skin (Dark)" /> <string id="author" value="michaeltmurrayuk" /> <translation id="description" translation_id="249669" type="use" value="This is my first skin based on the Dark Default Skin" /> <string id="version" value="1.0" /> <flags id="parent" value="fm dark-widgets" /> <string id="skin_name" value="my_first_skin" /> NOTE: The skin_name value must match the folder name not the name value set in this file. Now save the file, load up FM2015 and go into the Preferences Menu and from the dropdown menu you should now have a new option called 'My First Skin (Dark)': If it's not showing then first make sure the last game you were playing was a full mode save, if not then load a full mode save and re-enter the Preferences menu, if it still doesn't appear then from the Preferences -> Interface screen untick 'Use caching to decrease page loading time' and tick 'Reload skin when confirming changes in Preferences' Then click confirm wait for the skin to refresh re-enter the preferences screen and it should now appear. Now select your skin and click confirm and there you go you have just created your first skin, albeit one that is identical to the default skin but it's a start You can also download a copy of this guide in several different formats for offline viewing: pdf format | epub format | kindle/mobi format If you have any questions ask them below but please only ask questions related to information covered in this guide, the next steps will be covered in future guides and if you have non-related questions please open a new thread and ask them their as any non-related questions will be deleted to keep this thread easy to follow. --- 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/
  4. what is the line in config i have to edit to change the color of selected row in squad list? for me it is black color. i want ot change.
  5. Football Manager 2015 Guide - How to Add Content to the Action\Menubar It is possible in Football Manager 2015 to add back in some of the content from the FM2014 action bar, things such as the star rating, value and contract details for players that were in the actions bar in FM2014. Before you start you will need to ensure you have a couple of things ready: - A fully up-to-date version of Football Manager 2015. - The Resource Archiver Tool, this is obtained via Steam from the Library -> Tools menu (note you need to own the retail version of Football Manager to have access to that versions Resource Archiver Tool). At the moment I reccommend you use the FM2013 version if you have access to it, as it shows file and folder icons to make navigating easier and there doesn't seem to be any functional changes since then. If you haven't used the Resource Tool before then there is a user guide installed with it that explains how to use it. - If you haven't already follow this guide first: [FM2015 Guide] How to Extract Default Files & Understanding File Structure - A Text Editor – Notepad is fine, however I’d recommend a program like Notepad++ or a web editor such as Kompozer – these have colour-coded code and line numbers that make it easier to edit the larger xml files. You will need access to the files in the following locations: Actions.fmf - Don't Need to edit has the code you need to copy from, the ones you are interest in are 'club actions.xml', 'competition actions.xml', 'default actions.xml', 'nation actions.xml', 'person actions.xml' and 'team actions.xml' depending on what you want to edit. Panels.fmf - You may need to copy over and edit a couple of files in here to remove the recolouring properties from the items. \skins\fm\sections - These are the files you need to edit, you want copy the ones you wish to edit to the sections folder for the skin you are using. (If using the FMC skin they will be found in the fmc folder). The below instructions will tell you how to add the Scout Recomendation Star, Contract Expiry and Value items to the action/menubar for a player First in the actions\person actions.xml locate the following lines: <record id="Reco" action_id="ScpI" line_up_priority="110" line_up_index="10" default_widget_type="client_object_viewer_xml_panel" file="person recommendation info" dont_use_file_for_menu="true" /> <record id="CnEx" action_id="HPAs" line_up_priority="45" line_up_index="20" default_widget_type="client_object_viewer_xml_panel" file="person contract expiry info" dont_use_file_for_menu="true" /> <record id="Valu" action_id="AIIP" line_up_priority="45" line_up_index="21" default_widget_type="client_object_viewer_xml_panel" file="person value info" dont_use_file_for_menu="true" /> NOTE: Don't paste these lines directly from here as the forum software is breaking them up and inserting spaces where they shouldn't be, paste them from the actual xml files instead. First line is for the Star Rating, Second Line is for the Contract Expiry Date and final line is for the Players Value. Next we paste which of those lines we want into the sections\person sections.xml file, but before we do that you need to have a little understanding of how the code in that file is set out, when opening the file you will find lists of code that look like this: <record id="Pprf"> <translation id="text" translation_id="258299" type="use" value="Overview[COMMENT: manager overview section name]" /> <list id="items"> <!--home--> <record id="Psnp"/> <!--profile--> <record id="Plov"/> <!--profile--> <record id="PRet"/> <!--attributes--> <record id="Pply"/> <!--profile--> <record id="Pnpl"/> <!--profile--> <record id="Psof"/> <!--profile--> <record id="PAge"/> <!--profile--> <record id="Phum"/> <!--information--> <record id="Ppin"/> <record id="----" /> <!--actions--> <!--Set/Edit/Remove Nickname--> <record id="nick" item_type="ACTT"/> <record id="SUBS" item_type="ACTT"/> <record id="USUB" item_type="ACTT"/> </list> </record> This bit of code controls the Overview dropdown menu on the player screen, the next block of code controls the Contract dropdown etc... Basically the further down the file you get the further to the right the content will apear (you can also move the existing code around if you want to reorder stuff, but that is best left for another guide), so you just paste the code into the file where you want it to appear, however for it to work it needs to be pasted somewhere inbetween the following lines of code: <properties> <string id="text" value="Person"/> <list id="items"> and </list> </properties> Also don't paste the code within the record or list tags of one of the drop downs. So for example if I wanted the Star Rating to appear first, the Contract Expiry Date to appear between the Overview and Contract dropdowns the and the Transfer Value to appear last I would paste the star rating code into the file here: <string id="text" value="Person"/> <list id="items"> <record id="Reco" action_id="ScpI" default_widget_type="client_object_viewer_xml_panel" file="person recommendation info" dont_use_file_for_menu="true" /> <record id="Pprf"> I would paste the Contract Expiry date code here: </record> <record id="----"/> <record id="CnEx" action_id="HPAs" default_widget_type="client_object_viewer_xml_panel" file="person contract expiry info" dont_use_file_for_menu="true" /> <record id="----"/> <record id="Pctr"> And finally I'd paste the Transfer Value code down near the bottom of the file here: <!--Message other human--> <record id="mooh" item_type="ACTT"/> <record id="Valu" action_id="AIIP" default_widget_type="client_object_viewer_xml_panel" file="person value info" dont_use_file_for_menu="true" /> </list> A couple of further things to note when pasting in the code delete the bits of code that look like this: line_up_priority="45" line_up_index="21 as they aren't needed and will mess up the alignment of the menubar. Further if you paste the following bits of code into the file: <record id="----"/> They create a seperator line between the content, so if done correctly your player profile screen should now look something like this: However we are not down yet because as this is left over FM2014 code it is set by default to recolour to match the team text colour, however the FM2015 menubar is no longer recoloured by team so for the text to always show up white we need to edit a couple more files. On the lines of code that you pasted into the file you'll note there was a bit of code that saide file="XXX" this tells the game to get the information needed from that file and these files are located in the panels folder, so locate each of these files and copy them into the panels folder for your skin, how in these files locate the code that looks like this: <record> <integer id="get_property" value="ttcl" /> <integer id="set_property" value="colr" /> </record> And delete it, there should be two lots of that code in each file (one for each line of content) delete both lots and the game will now stop recolouring the text. Editing the other screens is done in the same way, copy the relevant file from the sections folder, locate the code you want from the actions file paste it into the correct sections file, and then edit any linked panel files to remove the colour coding. However if you are editing the screens for the club you are managing it is a little different, the screens for the club you are managing is controlled by the 'sidebar sections.xml file' (though your other squad screens are controlled by the 'sidebar team sections.xml' file) The sidebar sections.xml coding is the same as the other files however all of the menubar content for the screens linked to the sidebar are controlled by this one file, so for example the squad page menubar is controlled by this load of code: <!--squad section (club)--> <record id="squC"> <list id="items"> <!--players--> <record id="Play"> <translation id="text" translation_id="232113" type="use" value="Players" /> <list id="items"> <!--player list--> <record id="TeSq" human_object_type="HOTt" /> <!--numbers--> <record id="TeSN" human_object_type="HOTt" /> <!--registration--> <record id="*ssl" human_object_type="HOTt" /> <!--all player list--> <record id="Capl" human_object_type="HOTc" /> <record id="----" /> <!--actions--> <!--contextual advice--> <record id="Tcad" item_type="ACTT"/> <!--Export--> <record id="TExa" item_type="ACTT" human_object_type="HOTt" /> </list> </record> <!--squad depth--> <record id="sddh" human_object_type="HOTt" /> <!--international--> <record id="Inte"> <translation id="text" translation_id="227820" type="use" value="International" /> <list id="items"> <!--match reports--> <record id="tifp" human_object_type="HOTc" /> <!--availability--> <record id="TCii" human_object_type="HOTc" /> </list> </record> <!--loanee reports--> <record id="lofp" human_object_type="HOTc" /> <!--on leave--> <record id="tcth" human_object_type="HOTc" /> <!--team meeting--> <record id="TeMt" human_object_type="HOTt" /> <!--group unhappiness--> <record id="Trgu" item_type="ACTT" human_object_type="HOTt" /> <record id="----" /> <!--actions--> <!--debug--> <record id="TDbg" item_type="ACTT" human_object_type="HOTt" /> </list> </record> And if you want to add say the Job Status code you need to paste it inbetween the bold lines but not within a drop down menu, so if I wanted the Job Status to show after the Players Dropdown but before the Squad Depth item I'd paste the code into the file like this: <!--squad section (club)--> <record id="squC"> <list id="items"> <!--players--> <record id="Play"> <translation id="text" translation_id="232113" type="use" value="Players" /> <list id="items"> <!--player list--> <record id="TeSq" human_object_type="HOTt" /> <!--numbers--> <record id="TeSN" human_object_type="HOTt" /> <!--registration--> <record id="*ssl" human_object_type="HOTt" /> <!--all player list--> <record id="Capl" human_object_type="HOTc" /> <record id="----" /> <!--actions--> <!--contextual advice--> <record id="Tcad" item_type="ACTT"/> <!--Export--> <record id="TExa" item_type="ACTT" human_object_type="HOTt" /> </list> </record> <record id="MnSt" action_id="HTIn" default_widget_type="client_object_viewer_xml_panel" file="team container manager status info" dont_use_file_for_menu="true"/> <!--squad depth--> <record id="sddh" human_object_type="HOTt" /> <!--international--> <record id="Inte"> <translation id="text" translation_id="227820" type="use" value="International" /> <list id="items"> <!--match reports--> <record id="tifp" human_object_type="HOTc" /> <!--availability--> <record id="TCii" human_object_type="HOTc" /> </list> </record> <!--loanee reports--> <record id="lofp" human_object_type="HOTc" /> <!--on leave--> <record id="tcth" human_object_type="HOTc" /> <!--team meeting--> <record id="TeMt" human_object_type="HOTt" /> <!--group unhappiness--> <record id="Trgu" item_type="ACTT" human_object_type="HOTt" /> <record id="----" /> <!--actions--> <!--debug--> <record id="TDbg" item_type="ACTT" human_object_type="HOTt" /> </list> </record> Which should make your squad screen look like this after you have also removed the recolouring code from the linked file: Also be warned if editing this file ensure you save the game before hand as if you paste the code somewhere it doesn't like the game will crash. Finally depending on what resolution you are using everything may not fit on the screen especially if you are using a smaller resolution or one of the zoom modes.
  6. Has anyone had much luck adding stuff to the Profiles subpanel on the Human Manager Profile Screen? I'm trying to add the content from the Personal Information screen but not having much luck, mainly want the coaching qualification and experience fields adding but it looks like they need a special id to show (I nearly got the favourred clubs content to show, though it should the text 'none' rather than the clubs though it's further than I managed with the coaching qualification data) Adding content is the simple case of adding code like this to the 'human mini profile.xml': <widget class="label" col="0" row="9" alignment="left, bottom" style="bold"> <translation id="text" translation_id="329843" type="use" value="Coaching Qualifications[COMMENT: non-player profile; coaching qualification]" /> </widget> <widget class="text" id="coaq" col="0" row="10" auto_size="vertical" spec="text" > <record id="object_property"> <integer id="get_property" value="Xxxx"/> </record> </widget > However you need an id to go in the Xxxx place, aswell as the correct widget class as there are several different ones, I've tried various combination of IDs but without much luck. I can get various stats from the history panel to show just not the data I want to show
  7. I need background selector files for FM 15. I don't found. Help me.
  8. Football Manager 2015 - Skinning, Modding and Graphics Bible Hopefully over time this thread will become the one stop shop for all of your skinning and modding needs. Also over the last few years I have been tagging various threads that contain useful information, if you see a random tagged thread that it will contain some usful information, further to that on the search screen you can search the tag cloud and it should (if the search feature is working) bring up a list of threads with that tag. The tags you want to look out for are 'skinning' and fm20XX skinning' (where XX is the version of FM i.e. fm2015) as they should cover most skinning related threads in this forum. Like in the past this Thread will be split into several parts: - How to Create Football Manager Graphics Guides. - Football Manager 2015 Skinning Guides. - Links to Useful Threads. If you have any comments or suggestions on the layout or spot a useful thread that has been missed please use the suggestions thread here If you want the FM2012 thread then see this thread. If you want the FM2011 thread then see this thread. If you want the FM2010 thread then see this thread.
  9. Football Manager 2015 Guide - How To Add An Image to the Match Pitch Screen This is a simple guide to show you how to add images to the Match Pitch Screen in Football Manager 2015 Before you start you will need a couple of things; - If you are using the Default skins, then first download the Base Skins as any changes you make will need to be applied to them rather than the default skins, if you are using a downloaded skin then you should be able to edit that skin directly. - You will need to make sure the following file is located in the panels folder of the skin you are editing: 'match full window.xml' - If not present extract from the panels.fmf file and copy into the panels folder for your skin, if your skin doesn't have a panels folder create it (for FMC skins extract from the \skins\fmc\panels location within the skins.fmf) If you don't know how to extract the fmf files then read this first: [FM2015 Guide] How to Extract Default Files & Understanding File Structure - You will need the graphic that you are wanting to add, and you will need to know it's filename and location within your saving location. Now in the 'match full window.xml' file locate the following code: <!--slide-out scores--> And directly above it paste in the following code: <widget class="picture" file="boxes/custom/interface/titlebar/paper" scale_picture="true" keep_aspect_ratio="true" height="80" width="180"> <layout class="stick_to_sides_attachment" alignment="top" inset="0" /> <layout class="stick_to_sides_attachment" alignment="right" inset="0" /> </widget> The above code will display a red rectangle in the top right hand corner of the screen as per the below screenshot: To display your image of choice change the following bit of code to match the location of your image: file="boxes/custom/interface/titlebar/paper" So if I had an image located in the graphics/pictures/ads folder called bsn then I would change the location to read: file="pictures/ads/bsn" Note it doesn't matter whether the image is located within your normal graphics folder or within the skins graphics folder the game only needs the location of the graphic within the graphics folder. If you wish to adjust the height/width of the value then adjust the height/width values above. If you wish to change which corner of the screen the image is located in then change the alignment values (note if putting it in the top left or bottom right you will need to shift it from the actual corner as it will cover other stuff in those positions). If you wish to reposition the image within the corner then just adjust the inset values increase the values to shift the image one way decrease them to shift it the other way.
  10. Hi all. Quick one about editing the match screen. As you can see in the image, I like to have a number of widgets minimised for quick access. However they cut off the match incident pop-up. Does anyone know the XML I need to edit to move the pop-up north a bit. Cheers
  11. Football Manager 2015 Guide: How to Extract the Default Files & Understanding the File Structure of Football Manager (This guide also applies to any recent version of Football Manager just replace the 2015 with the version number you are playing) Before you start you will need to ensure you have a couple of things ready: - A fully up-to-date version of Football Manager 2015. - The Resource Archiver Tool, this is obtained via Steam from the Library -> Tools menu (note you need to own the retail version of Football Manager to have access to that versions Resource Archiver Tool). At the moment I reccommend you use the FM2013 version if you have access to it, as it shows file and folder icons to make navigating easier and there doesn't seem to be any functional changes since then. If you haven't used the Resource Tool before then there is a user guide installed with it that explains how to use it. - A Text Editor – Notepad is fine, however I’d recommend a program like Notepad++ or a web editor such as Kompozer – these have colour-coded code and line numbers that make it easier to edit the larger xml files. Extracting the fmf files 1. The first thing to do is to create a new folder somewhere on your computer that has plently of hard drive space and is in an easy to find location. We will call this your 'Working' folder. 2. Next we need to locate the data folder of where you installed Football Manager 2015, by default this is located at \SteamApps\common\Football Manager 2015\data within your Steam Folder. If you cannot find the location on your computer then from the Steam Library screen right click on Football Manager 2015 goto properties -> Local Files -> Browse Local Files and a new window will open at your Football Manager install folder. 3. Now load up the Resource Archiver Tool and in the bottom right hand corner select 'Extract Archive...' And use the Location dropdown menu to browse to the data folder of where Football Manager is installed. 4. Once you have located the data folder you now need to extract the fmf file(s) you want, to do this select the fmf file in question and press select. This will now open a new dialog window this is where you choose to save the extracted files, you now want to browse to where you put your 'Working' Folder and select that as the destination, when done a processing bar will appear as the files are extracted. Note that the Resource Tool will automatically extract the files into the correct subfolders. 5. To extract more files click 'Extract Archive...' again and the Resource Tool should have remembered your install and save locations so you just need to select and extract what fmf files you want. 6. Once you have extracted the files from the data folder if the game has been patched you will also need to extract the files from one of the updates folders as this is where the patched files are located. At the moment you want to extract the files from the \data\updates\update-1511 folder as that is the latest update that patched the fmf files, however if the game gets further patches you will want to extract the files from the latest patch that contains fmf files (you don't need to extract older updates as the latest update contains the older fixes). 7. When extracting the update files I reccommend you do it in one of two ways: If you haven't added any files yet then when extracting the updates fmf files extract them to the same location in your 'Working' folder as the default files and let the patched files overwrite them, this ensures you are working with the updated files rather than old files. If you have already made skins/mods/edits then what I'd suggest is to extract the update fmf files into their own location and then compare these files against the default files so you can see what and how files have been changed with the latest patch and whether you need to update old edits for the new patch. Once you have checked the files you can then merge them with the default files. 8. Depending on what you are doing you may need to extract different files, if you are planning on creating a new skin or mod then it is best to extract all of the fmf files, if you are just wanting to edit a couple of things then more than likely the files you are looking for are in the panels.fmf or skins.fmf files. (In both cases also make sure to extract the updated files aswell). Understanding the Football Manager File Structure Now that you have extracted the default files you are left with thousands of files and folders seemingly in no order as to where they are located, however understanding the file structure of Football Manager should help you to find the file you are looking for. If you haven't already browse to your 'Working' folder and open the skins folder. The first place that FM looks for a file is inside the skins folder for the skin you are using. For example if you are using the Default Dark Skin then the folder that the game first looks in is the 'fm dark' folder. However looking in this folder you won't see much this is because skins can inherit files from parent skins. To see if a skin has a parent skin you need to open the <skin name>.xml file located inside the <skin name> folder located within the skins folder, so for the Dark Skin you'd look inside skins\fm dark\fm dark.xml from within the files you have extracted, upon opening the file locate this line: <flags id="parent" value="fm dark-widgets" /> This tells us the parent skin to the Dark skin is the 'fm dark-widgets' skin, and inside the skins folder you'll see there is a folder called fm dark-widgets, upon opening this folder you'll see it has more files than the fm dark folder but still not that many, this is because the fm dark-widgets skin also has a parent skin which in this case is the fm skin. If you now look in the fm folder you will see this skin has more files and we are finally finding files we might want to edit, however we aren't finished yet as if you look in the fm.xml file you'll see this skin also has a parent skin called fm-widgets. However if you look in the fm-widgets\fm-widget.xml file you'll see that this skin doesn't have a parent skin. This means when using the Default Dark Skin the game will first look in the fm dark folder for the file it wants, if it doesn't find it it will move onto the fm dark-widgets folder, then fm folder and finally the fm-widgets folder for the file it is looking for, however it won't look in the fmc folder, so by knowing which parent skins a skin uses you have narrowed down which folders you need to look in. For example you'll see various other folders such as fmc and fmc-widgets within the skins folder however if you are basing a skin off the Default Dark Skin then you don't need to look in those locations as the skin doesn't read the files from those locations. (The reason for parent skins is to cut down on file duplication - the layout of the dark and light skins are nearly identical only the colour scheme is different so with the dark skin using the light skin as a parent we don't need duplicate files in the dark folders as they can just use the light files, the only files that will be in child skins are files that are different from their parent skins, the upside of this means when you are creating your own skin you only need to include files you have edited rather than all of the files, reducing file size and work you have to do when the game is patched). If the game cannot find the file it is looking for in the skins folder it will now move onto the other locations. For example if the skin is looking for the 'match incidents small.xml' file it knows it should be in the panels folder, however after looking through the files for the Dark Skin and it's parent skins it still cannot find the file it will use the file located inside the panels folder you extracted from the panels.fmf file. The same also applies for graphics if the game cannot find the graphic from the skins folder it will look in the graphics folder. The same system also applies to custom skins, however first it will look for files in the skins folder within your Saving Location that are linked to the skin you are using, it will then move onto the skins.fmf file(s) that came with the game, before moving onto the panels (or graphics) folder located in your Saving Location before finally looking in the default panels.fmf/graphics.fmf file. This explains why when adding certain custom files they need to be located within a custom skin for the game to read them, as it checks the default skins.fmf file before checking the panels or graphics folder within your Saving Location. --- 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/
  12. If anyone is looking through the files for FM15 and has found that something has moved (or you have found the location of something that is hard to locate) please post in this thread. Please mention version of FM15 - Beta, Demo or Full Game. For file location please reference the .fmf file the content has been extracted from and the location within that file. i.e. extract from skins.fmf file and found in skins\fm-widgets\graphics\icons\custom\star rating) For code from xml files please reference the .fmf file it was taken from and the location of the file (i.e. extracted from skins.fmf file and found in skins\fm-widgets\graphics\icons\custom\star rating) and if it's a line of code paste the default line of code (mainly if it's something that can be easily pasted into the settings file for a skin for example). Please keep it to one item per post (include linked items, i.e. post all the lines that control attribute colours in one post rather than several) to make linking to the posts in future easier. Template for people to use: Game Version: Location of .fmf file taken from: Location of extracted file: What the file contains/does and example of code:
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