Welcome to my Football Manager Blog, the main purpose of this blog is to provide updates on the status of my Football Manager Skins & Guides Website

If you have any questions or queries then I can generally be found in the Skinning Forum at the Official Sports Interactive Forums, though I'd ask you to open a new thread rather than sending me a message.

To help with navigation I have included indexes of my content for the last few versions of Football Manager in the tabs below.

Saturday, 29 August 2015

FM2015 Skinning Guide Part 4: Editing the Skin Graphics


Welcome to the fourth part of my updated Skinning Guide for FM2015.

Before reading this guide make sure you have read the previous parts of the guide as well as the extracting files guide, as this guide will assume you have followed those guides.
The previous parts of the guide talked you through creating a new skin and then changing the fonts and some of the font settings, before telling you how to change most of the text colour.

This part of the guide will talk you through how to change the appearance of the actual skin graphics.
As it is fairly long I have also included a quick recap at the end.

Before starting I advise you have the following folder locations open:

-          Your 'Working' Folder Location from the previous guide (which is where you extracted the default game files to).
-          The my_first_skin folder within your Saving Location.

You will also need to have your preferred xml file editor and image editing programs open as well as FM2015.

Friday, 14 August 2015

FM2015 Skinning Guide Part 3: Changing the Text Colours


Welcome to the third part of my updated Skinning Guide for FM2015. 

Before reading this guide make sure you have read the previous parts of the guide as well as the extracting files guide, as this guide will assume you have followed those guides.

The previous parts of the guide talked you through creating a new skin and then changing the fonts and some of the font settings, this part of the guide will explain how to change the colours of most of the text in the game.

Before starting I advise you have the following folder locations open:
  •           Your 'Working' Folder Location from the previous guide (which is where you extracted the default game files to)
  •           The my_first_skin folder within your Saving Location.

Some housekeeping

Before we start we need to do some housekeeping.

First browse to the my_first_skin folder within your Saving Location and open the settings folder then open the 'my_first_skin settings.xml' and delete the contents of the file as the font settings located in that file aren't used with FM2015 and are just leftover from previous versions.

Once that is done you want to paste the following code into the file:

<?xml version="1.0" encoding="UTF-8"?>

<properties version="1.0">

</properties>

So the file should look like this:



Locating the default colours

Before you start changing the colours you first need to locate where the default text colours are stored, these are located in the xml files located within the various settings folders.

The first location you need to check are the folders for the parent skin to your skin, if you cannot remember which parent skin you set then open the skin_config.xml file located within the my_first_skin folder and locate the parent line that looks like this:

<flags id="parent" value="fm dark-widgets" />

In this case the parent skin we need to look in is 'fm dark-widgets'

So in your Working folder now browse to the skins\fm dark-widgets\settings folder.
In that folder will be an xml file called 'fm dark-widgets settings' this file contains the colour settings that are unique to this skin. If your skin has a different parent skin the settings file may be blank or not exist, if that is the case you will then have to look in the files for that skins parent skin.

However the colour settings are also stored elsewhere, if you go back to your Working Folder you will see a settings folder. This folder contains two more xml files that we are interested in 'colours' and 'fm colours'.

So we now have three files that control the skin colours and you will notice that some of the lines located in the 'colours' and 'fm colours' files are also present in the 'fm dark-widgets settings' file but with different values. This is because the game works on a file hierarchy.

The game will first look in in the 'fm dark-widgets settings' file for the colour name if it finds the value it will use the value from that file, if it doesn't find the value only then will it look in the 'colours' and 'fm colours' files. So when copying values over to edit always look in the settings file first and only move onto the colour files if you cannot find the colour name you are looking for.

If you want a shortcut then you can download one of the base skins and look inside the settings file for the base skin where I have already copied all the default colours for each skin into one file to save you having to locate them yourself.


Changing the text colours

Now that you have located the default values, to change the colours you just need to locate the relevant colour name and copy it into the settings file for your skin.

But before we get to that there is one other thing you need to consider. Football Manager 2015 made changes to how the skin graphics are coloured, instead of taking the colour of the graphic like in the past the skin graphic colours are now also set by these same three files, which means you have to be a bit careful when copying and changing the colours as some of the colour names will apply to skin graphics not the text and unfortunately the coding for both is exactly the same, though I'll cover the full details of how to edit the graphic colours in a later guide for now you just need to be aware that the code in these files doesn't just control the text colours.

The settings for the skin graphics are set at the top of the 'fm dark-widget settings' file, whilst the text settings start after this line of code (line #172):

<!-- misc "special" colours -->

As a simple example I am going to show you how to change the player attribute colours, the player attributes are controlled by these lines from the 'fm dark-widgets settings' file:

<!-- profile attribute colours -->
<colour name="low attribute" red="250" green="250" blue="250" alpha="140"/>
<colour name="normal attribute" red="250" green="250" blue="250" alpha="200"/>
<colour name="good attribute" red="159" green="220" blue="122" />
<colour name="excellent attribute" red="122" green="199" blue="75" />

Now locate those lines yourself and paste them into the 'my_first_skin settings' file. Now when pasting the code into the file you need to ensure the code is pasted between the two properties bits of code like below:


If you paste the code into the wrong place the game won't read the code and may flash up an error message when you reload the skin, if it does then just click ok on the message, fix the xml file, save the changes and then reload the skin.

Now that we have copied the relevant bits of code over we need to recolour the code, this is done in exactly the same way as shown in the previous guide, however instead of each colour getting its own line of code all three colours are on the same line.

To adjust the colour you need to change the values for each component. Valid values range from 0 to 255, where 255,255,255 is white, 0,0,0 is black, 255,0,0 is red, 0,255,0 is green etc…
The alpha value affects how transparent the colour is, 255 gives you a solid colour, where 0 makes the text completely transparent.

To change the text colour you need to know the RGB value of the colour you want, the easiest way to get this is from an image editing program.

So load up paint.net, and in the Colors panel at the bottom left click the more button to expand the panel and it will now show the RGB value of the selected colour and as you change the colour on the colour wheel you'll see the RGB values change. Alternatively there is a colour picker included within the game – just go to Preferences -> Interface -> Skin Colours, then click on one of the existing colours and a colour selector pops up where you can select a colour and get its RGB value.

As a simple exercise I am going to ask you to change the attribute colours to match the colours used for the player positions, so change the low attribute to match the poor position, the normal attribute to the awkward colour, good to unconvincing and excellent to competent (you should be able to locate the RGB values for the positions from the code located within the 'fm dark-widgets settings' file).

If done correctly your player attributes should now look something like this:


In the above screenshot you'll see that the text font and colour is still set from the previous guide, don't worry if you have undone those changes as they make no difference here.

To change the colour of other bits of text you just do the same, you just need to locate the relevant colour name for the text you want recoloured, copy it over and adjust the values.

The hardest thing is finding the correct colour name, whilst most are commented or named in a way that it makes it clear what they affect, some bits can be controlled by obscure values.

If you cannot find the relevant colour name then have a look on the forum as someone else may have already asked the same thing, if not then just open a thread and ask and hopefully someone will have the answer.

Also note that for some items you have to edit the xml for that panel to change the colour, however this will be covered in a later part of the guide.

You can also download a copy of this guide in several different formats for offline viewing:


DOWNLOAD PDF FORMAT GUIDE                                        DOWNLOAD DOCX FORMAT GUIDE

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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/

If linking to the guide please link to this page rather than the direct download links as the links may change with updates.

Friday, 3 July 2015

FM2015 Skinning Guide Part 2: Changing the Font Settings


Welcome to the second part of my updated Skinning Guide for Football Manager 2015.

Before reading this guide make sure you have read the first part of the guide as well as the extracting files guide, as this guide will assume you have followed those guides.

The previous guide talked you through creating a new skin, albeit one that is identical in appearance to the default skin, this part will explain how to edit the font and text settings in FM2015 (which has changed a little from previous versions).

Before starting I advise you have the following folder locations open:
  • -          Your 'Working' Folder Location from the previous guide (which is where you extracted the default game files to)
  • -          The my_first_skin folder within your Saving Location
  • -          The Fonts Folder for your computer, if replacing the fonts (found at C:\Windows\Fonts)

Editing the Fonts

Editing the fonts in Football Manager 2015 is slightly different from previous versions, the font settings are no longer contained by the xml files within the settings folder but are instead (largely) contained within the various xml files located within the fonts folder for your skin (though some settings are still annoyingly controlled by the panel xml files).

First you need to locate the default font files these will be found in two locations within the files located inside your 'Working' Folder:

-          \skins\fm dark-widgets\fonts
-          \fonts

The first location stores font settings unique to your skin (if you are not basing your skin on the default dark skin then you will need to look in the widgets folder for the parent skin to your skin) and should contain 54 xml files.

The second location is the generic font folder for the game and contains files that aren't skin specific, in this folder should be four xml files and seven actual font files. [When looking for files you want to take them from the skins folder first, only take files from the fonts folder if the file cannot be found within the skins location, such as the actual font files).

When editing the fonts the first thing you need to do is to create a fonts folder within the my_first_skin folder. 

To do this browse to the my_first_skin folder, right click in the window and select new -> folder then rename the new folder to fonts, your my_first_skin folder should now look like this:



Now there are several ways to edit the fonts depending on what you are wanting.


1. The Simple Method – Easiest Method but gives the least control.

If you only want to replace the actual font and don't want/need to adjust the sizes or font style then you can use this method.

First locate the files for the font you want to use, if it's a common font it should be located in the Windows Font folder (C:\Windows\Fonts – if you are using a Mac or Linux they should have their own locations) or alternatively you may have downloaded the font you want to use, the type of font doesn't really matter the game prefers opentype fonts (.otf) but will read truetype fonts (.ttf) aswell though you may need to change the file extension of ttf fonts.

Now you have your font file(s) you next need to copy them into the my_first_skin\fonts folder you just created.

Next you need to rename your font files to match the default fonts used by the game, the game uses three fonts by default: ProximaNova-Reg, ProximaNova-Bold and ProximaNova-Sbold, now you just need to rename your font to match those names, if your font doesn't have bold versions then create extra copies of your font until you also have three font files and rename each of them so you should now have three fonts called ProximaNova.

Also if you used .ttf files then you'll need to turn on file extensions in windows and change the file extensions for your fonts from .ttf to .otf for the game to read them correctly.

In the below example I have replaced the default fonts with the Segoe Script font:



And this is an in-game screenshot:



However as you can see in the in-game screenshot some content is cut-off due to the character spacing being different in this font.

This method is only really recommended when you are replacing the default font with a similar font, for cases where the font doesn't fit straight in you'll want the second method.


2. The Proper Method – Bit more time consuming but allows full control of font settings.

This method is a little more complicated however it gives you full control over the size and style of the font and also allows you to have different fonts on different parts of the screen.

First locate the files for the font you want to use, if it's a common font it should be located in the Windows Font folder (C:\Windows\Fonts – if you are using a Mac or Linux they should have their own locations) or alternatively you may have downloaded the font you want to use, the type of font doesn't really matter the game prefers opentype fonts (.otf) but will read truetype fonts (.ttf) and for this method the file extension doesn't matter.

Now you have your font file(s) you next need to copy them into the my_first_skin\fonts folder you just created. However this time around you don't need to bother renaming the files.

Next you need to browse to the \skins\fm dark-widgets\fonts folder located within your 'Working' Folder as this is the location that contains the various xml files we need to edit.

Whilst this folder may look daunting at first most of the settings we want to edit are located within the text.xml file, so copy this file to the my_first_skin\fonts folder.

Now open the text.xml file you copied over (not the original file, but the copy, you always want to edit the copy not the original) with Notepad++.

The text.xml file controls the base look of any text in the game assigned to the text spec, it also acts as a base for some other text specs and as such changes made here will affect most of the text in the game, though code from elsewhere can override some of these settings.

The code we are interested in is near the top of the file:

<string id="file_name" value="ProximaNova-Reg.otf"/>
<real id="font_size_small" value="8.5" />
<real id="font_size_normal" value="9.7" />
<real id="font_size_large" value="11" />
<integer id="fill_colour_red" value="255" />
<integer id="fill_colour_green" value="255" />
<integer id="fill_colour_blue" value="255" />
<integer id="fill_colour_alpha" value="255" />

Whilst this file contains a load more code we aren't really interested in that at the moment as that code controls how the game displays bold, italic, shadowed etc… code and unless you are doing advanced changes you shouldn't need to edit any of those settings.

The following line determines what font the game uses for any text that uses this file:

<string id="file_name" value="ProximaNova-Reg.otf"/>

To change the font we just need to change the text that appears under the value part (like we did in the first guide when naming our skin).

For example we are going to change the font to display the Times New Roman font; first we need to locate the Times New Roman font which in Windows is located in C:\Windows\Fonts, once you have located the Times New Roman font copy the file into the fonts folder for the my_first_skin and note that the filename of the Times New Roman font is simply called times (this is in Windows 8, if you are using a different OS the filename might be different), there are also three other files copied over which are italic and bold versions you can safely delete the files called timesbi and timesi as they aren't needed but timesbd might be.

Now we change the above line to read:

<string id="file_name" value="times"/>

Note that I have removed the .otf bit from the line as the game doesn't need the extension listed to read the file and it saves you having to work out what the extension of your font file is. Also note that the name you copy over is the name of the actual font file you copied to your fonts folder not the name of the font used.

There are also two lines further down that you might need to change (though I don't think they are actually used?)

<record style="semi_bold" file_name="fonts/ProximaNova-Sbold.otf" boldness="0"/>
<record style="bold" file_name="fonts/ProximaNova-Sbold.otf" boldness="0"/>

You just change these to reference the bold version of the times font (timesbd):

<record style="semi_bold" file_name="timesbd" boldness="0"/>
<record style="bold" file_name="timesbd" boldness="0"/>

The next three lines control the size of the font, with the game having three different font sizes:

<real id="font_size_small" value="8.5" />
<real id="font_size_normal" value="9.7" />
<real id="font_size_large" value="11" />

These values are listed in pixels (same format as used in word, excel etc…) to adjust the sizes you just need to change the numbers to suit.

The final four lines we are interested in control the colour of the font:

<integer id="fill_colour_red" value="255" />
<integer id="fill_colour_green" value="255" />
<integer id="fill_colour_blue" value="255" />
<integer id="fill_colour_alpha" value="255" />

To change the colour you need to adjust the value on each line, valid values range from 0 to 255 with the first three lines adjusting the amount of red, green and blue used, where 255,255,255 as already set is white, 0,0,0 is black, 255,0,0 is red, 0,255,0 is green etc…

Whilst the alpha value affects how transparent the colour is, 255 gives you a solid colour, where 0 makes the text completely transparent, though for the most part you shouldn't need to adjust the alpha value.

To change the text colour you need to know the RGB value of the colour you want, the easiest way to get this is from an image editing program.

So load up paint.net, and in the Colors panel at the bottom left click the more button to expand the panel and it will now show the RGB value of the selected colour and as you change the colour on the colour wheel you'll see the RGB values change.

For example what I want you to do is to select the top yellow colour on the colour bar below the colour wheel which should give you an RGB value of 255, 216, 0.

Next I want you to enter these values into the xml file to change the font colour from white to yellow, so the above lines should now look like this:

<integer id="fill_colour_red" value="255" />
<integer id="fill_colour_green" value="216" />
<integer id="fill_colour_blue" value="0" />
<integer id="fill_colour_alpha" value="255" />

Now save the file and if you haven't already load the game and reload/select the My First Skin (Dark) Skin in game and note how most of the fonts have changed to Times New Roman and some of the white text has turned yellow as seen in the below screenshot from the Home page:


Note however that not all the text fonts have changed to Times New Roman, the subpanel titles (green text) and blue links are still using the original font, this is because the font settings for these items are controlled by different files, also note that some of the text which changed fonts didn't also become yellow this is because the colours for these bits of text are controlled elsewhere (which we'll explain in the next guide).

For example to change the title font we need to edit the title.xml file from the fonts folder as this is the file that controls that text, so copy this file over to the my_first_skin\fonts folder and open the copy and you'll find the now familiar seven lines of code but with slightly different values and you just edit these in the same way as above. It is then just a case of repeating until each font you want is replaced.


If you want to undo any of the changes you have made you can either undo the code changes you made in the xml files by following the above instructions in reverse.

Though an easier method if you want to undo all the changes made to a file is to just delete the xml and font files you added to the my_first_skin folder and when you reload the skin in game the game will just go back to using the default files.

You can also download a copy of this guide in several different formats for offline viewing:


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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/

If linking to the guide please link to this page rather than the direct download links as the links may change with updates.

Wednesday, 25 February 2015

FM2015: Match In-Between Highlights Skins Updated


With the release of patch 15.3 for Football Manager 2015 I have updated the Match In Between Highlight Skins, this is only a minor update to include a fix for the goals column disappearing from the player ratings panel depending your resolution, other minor change is to include an updated client object browser file for the full mode versions.

For full details and download links for each versionfollow the below link:

 

FM2014 Match in Between Highlights Skins Download Page


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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/

Thursday, 25 December 2014

Football Manager 2015 - Replacement Stars


With the release of the Light Alternative Full Mode Skin for Football Manager 2015 I've found that the default Gold Stars don't really fit with the skin so I created some replacement stars, there are two packs available a pack of Blue Stars and a pack of Green Stars, both packs will work fine with either Full Mode skins or FMC skins.

Installation Instructions:

Extract the files from the zip file and place the extracted graphics folder inside the folder for the skin you are using, if you are using the Default Skins you will need to first download the Base Skin, add the new stars to that and then switch to the Base Skin in game.

Once you have added the stars you may need to turn off the skin cache and reload your skin from the Preferences -> Interface Menu in game to get your changes to load in game.






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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/

Wednesday, 24 December 2014

FM2015: Match In-Between Highlights Alternative Skins

Match In-Between Highlight Skins are now available for the new Alternative Skins introduced with patch 15.2, there are four new skins - a normal and wide version for each of the two new Alternative Skins; the Light Alternative Full Mode Skin and the Dark FMC2015 Skin.

Normal - Maximizes the size of the in-between match highlights panel positioned in the centre of the screen and leaving space for the match feed notifications down the right. (For the FMC version some of the match feed overlays the panel even in this mode as the feed takes up more room in FMC mode).
Wide - Maximizes the size of the in-between match highlights panel, but this time uses up the full width of the screen, this allows for more information to be shown at smaller screen resolutions, but the match feed items when displayed will cover parts of the top right side of the panel.

Outside of the match screen the skins are identical in appearance to the default FM15 skins.

Advanced instructions are also available to apply them to other skins and to enable alternative views.

Screenshots show a sample of available views and the panel at different resolutions, each version has the same views and panels enabled.  



FM2015 Match Highlights Light Skin Screenshots

FM2015 Match Highlights Light Wide Skin Screenshots


FMC2015 Match Highlights Dark Skin Screenshots

FMC2015 Match Highlights Dark Wide Skin Screenshots


For full details and download links for each version (including the original ones) follow the below link:

FM2014 Match in Between Highlights Skins Download Page


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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/

Monday, 15 December 2014

FM2015 Skining Guide Part 1: The Basics


This is a simple guide to help people get started with skinning in Football Manager 2015, and is an update to my old FM2010 guide that thanks to the changes made in patch 15.2 for FM2015 finally gave me an excuse to get around to updating it.