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FM Kit Creator
Football Manager 27 Early access Free BepInEx plugin v0.1.1

FM27 Kit Fonts

Football Manager 27 prints every name and number in the same font. This BepInEx plugin puts your own fonts on the kits in 3D matches, for a club, one of its kits or a whole competition, in each kit's number and outline colors.

  • Colored from the kit
  • Automatic updates
  • 39 KB zip
A player's name and number in a custom font in an FM27 match
Features

The right font on every shirt

One font, every kit

Fonts aren't colored in. The plugin uses each kit's number color and outline color, so one font works on the home, away and third kits.

Per club, kit or competition

Give a club its own font, use a different one for its third kit, or one font for every club in a league. A league font goes before a club's own; one setting turns that around.

Where the game prints

Names and numbers go where FM27 puts its own, at the same size. Names that are too long are narrowed to fit the back.

Font sheets like PES

A font is two pictures, the numbers and the letters, laid out like PES's number and name textures.

Accents taken care of

Letters the font doesn't have are written without their accent (Ä as A) or spelled out (ß as SS), and a missing hyphen becomes a space.

Game files untouched

Fonts live in your graphics folder, next to your kits. A name with a character the font has nothing for, like a Cyrillic letter, keeps the game's own font; the number keeps yours.

A font's two sheets: red where the number color goes, green where the outline color goes
Fonts

Red, green and a config.xml

A font is numbers.png with the digits 0 to 9 in one row and letters.png with A to N and O to Z plus a period in two rows (an apostrophe and a hyphen after the period are optional), each character as wide as it is with some space between them. Red is where the kit's number color goes and green where its outline color goes, on black or see-through.

  • Make one in your browser with the Kit Font Maker, from a TTF or OTF font, PES font textures or FIFA numbers, config.xml included
  • A config.xml next to the pictures maps them to a club, one of its kits, a competition or every kit, like a kit pack (see below)
  • New and changed fonts show from the next match on, without reloading the skin
  • A font with only numbers or only letters keeps the game's own for the other
Mapping

For a club, a kit or a competition

A font's config.xml sits next to its two pictures and maps them like a kit pack maps kits. The ids are the game's unique ids, as in kit and logo packs. Numbers and letters are picked separately, so a font with only numbers can go with another font's letters.

config.xml
<record>
<boolean id="preload" value="false"/>

<list id="maps">
  <record from="numbers" to="graphics/pictures/team/904/kit_fonts/numbers"/>
  <record from="letters" to="graphics/pictures/team/904/kit_fonts/letters"/>
</list>
</record>

A club

Every kit the club wears, home, away and third. This is the config above, for club 904.

records
<record from="numbers" to="graphics/pictures/team/904/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/team/904/kit_fonts/letters"/>

A single kit

Only that kit, before the club's own font: home, away or third. The goalkeeper wears the font of the kit the team plays in.

records
<record from="numbers" to="graphics/pictures/team/904/kit_fonts/third/numbers"/>
<record from="letters" to="graphics/pictures/team/904/kit_fonts/third/letters"/>

A competition

Every club in that competition's matches, before the clubs' own fonts. Set TeamFontsFirst to let a club's own font win.

records
<record from="numbers" to="graphics/pictures/comp/11/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/comp/11/kit_fonts/letters"/>

Every kit

Every kit without a font of its own, with no club or competition in the path.

records
<record from="numbers" to="graphics/pictures/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/kit_fonts/letters"/>
Example

The Premier League font

Made from PES's Premier League number and name textures, mapped to the league's clubs.

The Premier League font's two sheets, with the league's badge in each digit
The sheets

Red and green, nothing else

The digits keep the league's badge and the letters end with the period, as in PES. The sheets don't say what color the print is: that comes from the kit.

  • Two records give it to every club in the Premier League (competition 11): graphics/pictures/comp/11/kit_fonts/numbers and …/letters
  • A missing hyphen becomes a space (LEWIS-SKELLY as LEWIS SKELLY)
LEWIS SKELLY 49 in the Premier League font, navy on Arsenal's white away kit
In the match

Every kit in its own colors

The same two sheets print white with a dark outline on Arsenal's red home kit and navy on the white away kit, each in the number colors of the kit the player wears.

  • Download it below: both sheets and the config.xml, to extract into your graphics folder
Make your own

Make a font in your browser

The FM27 Kit Font Maker turns a font file, PES font textures or FIFA numbers into both sheets and the config.xml, ready for your graphics folder.

The FM27 Kit Font Maker: a font file's sheets drawn with an outline, previewed as MARTINELLI 11 in Arsenal's colors
FM27 Kit Font Maker

Font file, PES or FIFA

Start from a TTF or OTF font and set its outline, corners, shadow and slant, from PES's number and name textures (.ftex, .dds or PNG), or from a folder of FIFA number pictures with a font file for the names.

  • Letters get the apostrophe, the hyphen and every accented capital the font has
  • Find the team or competition by name, and the download comes with its config.xml
Installation

Set up in four steps

To use Kit Fonts, you need BepInEx 6, a mod loader for Unity games. You only have to set it up once.

  1. Install BepInEx 6

    Download the latest BepInEx 6 bleeding edge build for Unity IL2CPP, Windows x64 (build 791 or newer) from builds.bepinex.dev and extract it into your FM27 folder, next to fm.exe. BepInEx 5 and older builds aren't compatible with FM27.

  2. Start FM27 once

    The first start with BepInEx takes a few minutes. Close the game once you reach the main menu.

  3. Add the plugin

    Extract the downloaded zip into the same FM27 folder, so KitFonts.dll is in BepInEx\plugins\KitFonts. It updates itself from then on.

  4. Add fonts

    Put font folders with their config.xml into your graphics folder, Documents\Sports Interactive\Football Manager 27\graphics, like kit packs. They show in the next match.

FAQ

Questions

How do I make a font?

With the FM27 Kit Font Maker: pick a TTF or OTF font and set its outline, shadow and slant, upload PES's number and name textures (.ftex, .dds or PNG), or use FIFA numbers with a font for the names. It previews the picture the plugin draws and downloads both sheets with a config.xml for a club, a kit or a competition.

Where do the colors come from?

From the kit the player wears: its number color for the red parts of the font and its number outline color for the green parts, the colors the game has for that kit.

What happens with a name the font can't write?

Accented letters are written without the accent and letters like ß or Ø are spelled out. A name with characters the font has nothing for, like Cyrillic letters, keeps the game's own font, so no shirt is left blank.

Which font wins when more than one fits?

The competition's font first, then the font of the kit the club wears, then the club's font, then a font for every kit. Set TeamFontsFirst to true in BepInEx\config\com.fmkitcreator.fm27.kitfonts.cfg to put a club's own font before its competition's.

Can I move the name or the number?

Yes: the [Layout] settings in the plugin's config file set where they go and how big they are, in units of the game's 512 by 512 number picture. A font can also move or resize itself with a .json file next to its picture.

How do I remove it?

Delete the BepInEx\plugins\KitFonts folder. Your fonts stay in the graphics folder and do nothing without the plugin.

Download FM27 Kit Fonts

For Football Manager 27 on Windows, with BepInEx 6. In early access: it updates itself as it gets better.