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In-Game Graphic Creation
Disclaimer
This guide involves modifying important game system files. There is a risk, therefore, that you may break your installation, causing the game to fail to start, or crash, and you will have to uninstall and reinstall the game to get it working again. In a worst case scenario you may even crash your computer. As such, attempting anything in this guide is done so at your own risk and BGS cannot provide any support for issues you may encounter. Happy skinning :)
Please note: This article is quite long, so it is spread over two pages. You can change page using the numbers in the top-right or bottom-right corner of the article. You can also click a heading/question below to jump straight to the right page.
ClubNames.txt: This article makes several references to a file called "ClubNames.txt". This can be downloaded by right-clicking here and selecting "Save target as..." to save it on your computer
Overview
Technical Requirements
Team Top Bar Badges Editing
Small Team Badge Editing
Navigation Window Background Editing
Nation Top Bar Flag Editing
Small Nation Flag Editing
Player Kit Editing within the Interface
Complete Skin Colour Changing
Overview
This document describes how to create graphics for various areas of Championship Manager 2010. These graphics can be used as badges throughout the game, as a background to the navigation panel, flags for nations or even changing the graphics of buttons
Technical Requirements
You will need some form of image editing software such as MS Paint, Adobe Photoshop, etc
It is presumed that you have installed the game to the default directory rather than chosen your own i.e. ..Program FilesEidosChampionship Manager 2010
All textures need to be saved in TGA format
It is also presumed that you have had some experience of image editing/manipulation before with an image editing package of some type
Team Top Bar Badges Editing

The original textures for the top bar badges can be found in Program FilesEidosChampionship Manager 2010CM2010_0Front End ScreensOceanClubBadges
The surround of the badge itself is not part of the actual texture and is a background used to frame the badge
There are various country specific folders that badges are put into so that they can be picked up by the game. Currently shipped with the game are folders for English, French, Dutch, Northern Ireland, Spanish and Welsh badges
If you need to create a new folder for your badges for a different country other than those already supplied with the game, certain naming has to be applied for the badges to work. You can see the name of these folders in Program FilesEidosChampionship Manager 2010CM2010_0FrontEndScreensOceanClubBadgesSmall. The name of this folder should be copied exactly into the main ClubBadges folder and the name should come from the ClubNames.txt supplied
The size of the top bar badge textures needs to be 76 pixels high by 76 pixels wide
In order for the badge texture to sit on the top of the badge surround, it has to have transparency (an alpha channel) otherwise all the area around the badge will be on top of the surround. An alpha channel can be easily created within Adobe Photoshop within the channels tab but other packages vary on their creation, it is presumed you know how to create an alpha channel with your chosen package. Some examples of badges and their alpha channels are shown below:

When creating new textures, they must be saved in 32bit .TGA format
The badges must be named appropriately in order for the game to pick them up for that team. The name of all supported clubs in the game can be found by looking in ClubNames.txt that is supplied along with this document. When saving your badge texture into the appropriately named folder, make sure you copy the text for the correct club from the ClubNames.txt file and save with that name
Once saved in the correct folder, with the correct name and in the correct file format (as all described above) the game will be able to locate the team badge texture upon the next restart
Small Team Badge Editing


As long as the large top bar team badge has been created first, the small team badge is a simpler case of resizing and placing into an alternative folder
Open up your large top bar team badge into your image editing package
Save another version of this image into Program FilesEidosChampionship Manager 2010CM2010_0FrontEndScreensOceanClubBadgesSmall (NOTE: See next step below before doing this)
As in the large top bar team badges (but more of them), there are nation folders that are supplied with the game that cover all the nations we support. Your new texture (currently a copy of the large team badge) needs to be saved into one of these for example: Program FilesEidosChampionshipManager2010CM2010_0FrontEndScreensOceanClubBadgesSmallEngland. If you are creating your own folder for a nation, then the name must be taken from ClubNames.txt and the folder be created in the main ClubBadgesSmall folder rather than within an actual nation folder
Once saved into this folder, resize your TGA texture to 14 pixels high by 14 pixels wide and save to overwrite (NOTE: Make sure you are definitely saving the image into the small team badge folder otherwise you will overwrite your large team badge by accident)
If you need to create a small team badge and no large team badge, it advisable to follow the steps laid out above for the large team badge and merge them with the small team badge steps above
Navigation Window Background Editing

The navigation window badges are subtly put in the background of the CM2010 navigation window on the left of the interface. They are put there to represent your home team which is set at the very beginning of your game
The textures used in game can be found in Program FilesEidosChampionshipManager2010CM2010_0FrontEndScreensOceanNavBadges
As with all badges, the navigation badges are also located into National folders such as England, France etc. Therefore the existing game badges are found in folders such as ProgramFilesEidosChampionshipManager2010CM2010_0FrontEndScreensOceanNavBadgesEngland for example. If you are creating your own folder for a nation, then the name must be taken from ClubNames.txt and the folder be created in the main NavBadges folder rather than within an actual nation folder
This means that any new navigation window badges that are put into the game must also be put into national folders either under existing areas or into new ones
In the example below, we have rotated and scaled up the original team badge logo to make it look a bit more stylised but this doesn't have to be done necessarily. We have also put an alpha channel onto the badge image too so that it isn't too prominent on the side window and appears pushed back (Alpha channels were covered a bit in the first section above), this doesn't necessarily have to be done but it is suggested to do so as bolder and more contrasted team logos will make the navigation window text difficult to read on top

The size of the texture used in the window is 189 pixels wide by 240 pixels high which fits snuggle into the navigation pane
As with the other team badges, the texture must be named appropriately in order for the game to pick them up for that team. The name of all supported clubs in the game can be found by looking in ClubNames.txt that is supplied along with this document. When saving your badge texture into the appropriately named folder, make sure you copy the text for the correct club from the ClubNames.txt file and save with that name
When creating new textures, they must be saved in 32bit .TGA format if they contain an alpha channel or 24bit .TGA if not
Once saved in the correct folder, with the correct name and in the correct file format (as all described above) the game will be able to locate the team badge texture upon the next restart
How To Add Crowd Sounds To The Game
原文地址:http://www.championshipmanager.c ... 901c899bdceed624a31
The crowd structure for CM10 has been designed so users can customise their match experience. It is completely customisable all the way down to how the crowd cheers a goal at Dartford in the Rymans League :)
As the system is fairly complex the best way to explain how it works is probably through examples so…..
Contents
Adding Chant Samples For A Region
Adding Chant Samples For A Country
Adding Goal Samples For A Specific Club
Adding Samples By Attendance
Adding Music For A Specific Club To Playing During The Team Talk Intervals
More Technical Notes & Rules
Adding Chant Samples For A Region
This example will show you how to add chant sounds for the Europe region. This means any game being played in Europe will use these sounds.
Inside the ‘Crowds’ folder create a folder called ‘Europe’
Inside ‘Europe’ create a folder called ‘Generic’
Inside ‘Generic’ create a folder called ‘Chant’
Place your wav files into the ‘Chant’ folder
Rename them sequentially i.e. Chant1.wav, Chant2.wav, Chant3.wav
So it should look something like this:
CrowdsEuropeGenericChantChant1.wav
CrowdsEuropeGenericChantChant2.wav
CrowdsEuropeGenericChantChant3.wav
Note that the Crowd structure is designed to select randomly from the appropriate folders. The ‘Generic’ folder at the top layer is used worldwide so you will get a random mixture of ‘Generic’ and ‘Europe’ in this example.
Tip! – You could add some generic drumming patterns to the South America region.
Adding Chant Samples For A Country
This example will show you how to add chant sounds for Scotland. This means any game being played in Scotland will use these sounds.
Inside the ‘Crowds’ folder create a folder called ‘Europe’
Inside ‘Europe’ create a folder called ‘Scotland’
Inside ‘Scotland’ create a folder called ‘Generic’
Inside ‘Generic’ create a folder called ‘Chant’
Place your wav files into the ‘Chant’ folder
Rename them sequentially i.e. Chant1.wav, Chant2.wav, Chant3.wav
So it should look something like this:
CrowdsEuropeScotlandGenericChantChant1.wav
CrowdsEuropeScotlandGenericChantChant2.wav
CrowdsEuropeScotlandGenericChantChant3.wav
So now the samples will be selected from the ‘Generic’ and ‘Scotland’.
Adding Goal Samples For A Specific Club
This example will show you how to add Goal sounds for the Argentinian club River Plate.
Inside the ‘Crowds’ folder create a folder called ‘South America’
Inside ‘South America’ create a folder called ‘Argentina’
Inside ‘Argentina’ create a folder called ‘CA River Plate’
Inside ‘CA River Plate’ create a folder called ‘Goal’
Place your wav files into the ‘Goal’ folder
Rename them sequentially i.e. Goal1.wav, Goal2.wav, Goal3.wav
So it should look something like this:
CrowdsSouth AmericaArgentinaCA River PlateGoalGoal1.wav
CrowdsSouth AmericaArgentinaCA River PlateGoalGoal2.wav
CrowdsSouth AmericaArgentinaCA River PlateGoalGoal3.wav
Tip! - You could be creative and add music to the goal sounds i.e. teams like Bolton and Leicester have specific tunes they play when their team scores a goal
Adding Samples By Attendance
This example will show you how to add ambience samples for low attendance games in Asia.
You can add a further level of detail to the crowd structure by using an attendance folder to split up samples. Note attendance folders must be placed inside the sound type folders i.e. ‘Ambience’, ‘Goal’ or ‘Chant’
The folder names you need to use are: ‘AttendanceHigh’, ‘AttendanceMedium’ and ‘AttendanceLow’
Inside the ‘Crowds’ folder create a folder called ‘Asia’
Inside ‘Asia’ create a folder called ‘Generic’
Inside ‘Generic’ create a folder called ‘Ambience’
Inside ‘Ambience’ create a folder called ‘AttendanceLow’’
Place your wav files into the ‘AttendanceLow’ folder
Rename them sequentially i.e. Ambience1.wav, Ambience2.wav, Ambience3.wav
So it should look something like this:
CrowdsAsiaGenericAmbienceAttendanceLowAmbience1.wav
CrowdsAsiaGenericAmbienceAttendanceLowAmbience2.wav
CrowdsAsiaGenericAmbienceAttendanceLowAmbience3.wav
Adding Music For A Specific Club To Playing During The Team Talk Intervals
To give the effect of pre-match, half-time and post-match music has been adding to the game to sound as if it was being played over the tannoy. I will write a guide to editing files for this separately but for now I will tell you how to get the files to play in game.
So for this example we will add music to Leicester City:
Inside the ‘Crowds’ folder create a folder called ‘Europe’
Inside ‘Europe’ create a folder called ‘England’
Inside ‘England’ create a folder called ‘Leicester City’
Inside ‘Leicester City’ create a folder called ‘TeamTalks’
Place your wav files into the ‘TeamTalks’ folder
Rename them sequentially i.e. TeamTalks1.wav, TeamTalks2.wav TeamTalks3.wav
More Technical Notes & Rules
Below are the sound folder types that can be added at any stage of the hierarchy:
Ambience – This is the underlying background crowd drone
Anticipation – This kicks in when a team are on the attack giving the effect of the crowd swelling
Applause – Crowd reaction to a positive event
Chant – Play randomly throughout the match, more frequently at higher attendance matches
Clapping – Crowd reaction to events
Goal – Er…goals
Miss – Shots that have gone quite wide
NearMiss – Shots that have narrowly missed
ReactionToCaution – Reaction to ref decisions
ReactionToRed – Reaction to ref decisions
ReactionToYellow – Reaction to ref decisions
Save – Shots that the Goalkeeper has saved
StartMatchApplause – Roar of the crowd at kick off
TeamTalk – Music played over the tannoy during the intervals
TeamTalkVenue – Random tannoy announcements or crowd sounds during the intervals
Inside the folder types the filenames must be sequentially ordered for them to work i.e.
CrowdsEuropeEnglandArsenalTeamTalkTeamTalk1.wav
CrowdsEuropeEnglandArsenalTeamTalkTeamTalk2.wav
CrowdsEuropeEnglandArsenalTeamTalkTeamTalk3.wav
Please Note: if they are not part of a specific club they need to go inside a generic folder e.g.
CrowdsGeneric
CrowdsEuropeGeneric
CrowdsEuropeEnglandGeneric
CrowdsEuropeEnglandArsenal
Also when creating folders for clubs you need to use the long club name as it appears on the top bar in game.
So…
‘CA River Plate’ not just ‘River Plate’
‘FC Barcelona’ not just ‘Barcelona’
‘Blackburn Rovers’ not just ‘Blackburn’
etc….
In Part 2 we will look at editing your sounds in a wave editor.
第三篇就不发了,直接上连接:http://www.championshipmanager.c ... 901c899bdceed624a31 |
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