To know more about this Stages / Fixtures or to view the FAQ click here
Depending on the selected stage (League, Cup, or Group), FMRTE might allow you to edit fixtures home and away teams, as well the stadium and substitution rules.
If a fixture is for a game that was already played, FMRTE will allow you to edit the game result, but please not, that editing the game result, won't affect the 3D match details, neither any other match or player stats.
Example 1 - League Stage Fixture Editing
For a League stage, you can easily change fixtures for each match/round, making it easy for you to arrange fixtures as you wish, for example, to make them equal to the fixtures in real life.
Example 2 - Fixture Editing for a Cup stage
For a Cup stage, editing fixtures is more limited since you can only edit the stadium and substitution rules.
You cannot change the Home / Away team directly in the Fixture, as you can do for League / Group stages.
T edit a Home / Away team in a Cup Stage, you must edit the Tie, in the Ties tab.
FMRTE 23 - Build 17, brings a new Experimental Feature, that gives you a lot of more power when editing competitions.
It is now possible to edit competitions fixtures, ties, and move teams between groups.
In this series of guides, we will cover the following topics
Editing Ties (soon)
Groups Editing (soon)
Frequently aasked Questions (FAQs)
Q: Why is this called an Experimental Feature?
A: This feature is very complex, and it's very hard to test all possible scenarios, as such, we decided to make the feature available as Experiemental.
This way we can gather some feedback from our users and try to fix any bugs that might exist.
In the worst case scenario, we might end up removing the feature, if we verify that it's not stable enough.
Q: I can't see the new `Stages / Fixtures` tab, how do I enable this feature?
A: You need to Enable Experimental Features in FMRTE Settings, to do so, follow these steps:
Open FMRTE Settings
Check the Enable Experimental Features checkbox
Press the Save button
Q: I've made some changes, and now my savegame is broken, how can I fix it?
A: You can't. Before using this feature, you must make a backup of your savegame, in case something goes wrong.
Q: I've made some changes on a competition, and now the competition is stuck, what can I do?
A: You need to restore your savegame backup, and then report a bug in our Bug Tracker , make sure you describe step-by-step what you edited.
Q: What happens if I edit the fixture result for a game that was already played?
A: We are not sure the impact of such change, it might help to change the agg in KO stages, but it was never tested.
We are altough, sure that it won't update the 3D match details, neither any other match or player stats.
Q: Group Stage - If a team is qualified to the next round, can I swap it with another team?
A: FMRTE does not know if teams are qualified or not, so, it will allow you to swap team in that scenario.
Please be aware, that once a team is qualified, team swap won't have any practical effect (besides changing the group)
Q: Cup Stage - A team was qualified for the next round but I've changed the fixture result to make that team lose the game, but the team still qualified, what happened?
A: Changing a fixture result when one of the teams is already qualified won't have any effect.
Presets are an awesome feature built-in FMRTE, that allows you to easily define a set of actions to be applied against Players, Clubs, Staff members, etc.
You can create your own Presets or edit those that come with the editor, to do so, you need to use our Preset Manager ()
Creating new presets, editing existent ones, can be done in our Preset Manager.
For FMRTE 22, Presets have been revamped, to make them easier to use. Now Presets Categories plays an important role, as they define where those presets will be visible, for example in Players / Staff / Gamer / Club Teams pages.
Presets can also be reordered (within a Category) by pressing the Up/Down arrow buttons.
A single Preset can execute multiple actions, like for example:
Change Player Condition to 10000
Remove Player injury
When adding an Action, the Target type and the Action type must be selected (as well other properties that vary based on those selections).
Those are the available action types:
Change Property Value
To change an attribute from one value to another. Example: Change Player Condition to 10000
You can define an absolute value, or increment/decrement the current value, to do so, just type "+" or "-" before the value. Eample: +1000
Execute Custom Action
If you want to execute custom actions, such as:
Register player for UEFA
As the name suggests, this one, allows you to add an injury to a player(s)
FMRTE comes with a set of pre-built Categories (Players, Gamer, Staff) that can be used to create custom presets. But it's also possible to create new Categories.
All presets under those built-in categories, will be visible in pages such as: Information, Clubs players / staff lists.
For example, when viewing a Player Information Page, all presets under the Player category will be visible (even custom presets), making them easily accessible and to use.
With FMRTE 20 you can easily customize the appearance of your stadium!
You can decide if all of your stands are to be used, the capacity, if they are covered, etc.
Note: Changes made to the 3D appearance will be visible from the next game
Customizing each stand
These are the options that are editable per stand:
Capacity - The capacity of the stand
Has roof - If set the stand will be covered
Has seats - If set the stand will have seats
Has tunnel - If set it will add the locking rooms access tunnel
`Montilivi` stadium before being edited with FMRTE.
Example 1 - Remove behind goal stands
With FMRTE set behind goal stands capacity to `0`.
This will remove them from the 3D.
This is how the stadium looks like after changing the behind goal stands capacity to `0`
Example 2 - Add stands to two corners
With FMRTE set the capacity of the top corners to any value greater than `0`.
This is how the stadium looks like after applying the last changes
The process is simple, FMKE takes care of most of the process.
Open your kit in FMKE
After you finished editing it, press save (so you can continue your work later)
Select the `Export to game` option in menu (File -> Export)
FMKE will export your kit to the game folder
Run Football Manager 2020 / 2021
Go to Preferences -> Interface
Press Reset -> Clear Cache
Press Reload Skin
You should see a popup with the following message: ‘Loading image data for the new skin’.
Your new kit is now ready to be used
Customizing your kit is very easy, for example, if you want to add a badge, or a sponsor, FMKE helps you with that.
In 5 easy steps, you can add any logo/image to your kit
Select the Kit Element where you want to add your logo/badge/sponsor
Add the image by dragging it into FMKE (or use the Import Image menu)
If the image needs to be resized, just use our Resize / Crop tool
Position the image in the right place
You can enable the Show Positions toggle, and FMKE will show you where your logo should be placed
Want to use the same image in multiple kit elements?
No problem, select the layer with the image, and use Copy/Paste
Save your project or Export your Kit to game
And that's it
So let's see it in practice
To create a new kit you have three options:
Create an empty kit
Create a kit based on a template
Open an existent FM20 3D kit image file
Option 1 - Create a kit from a template
When FMKE starts it will try to import kit templates directly from the game.
This gives you more than 50 different kit templates to use in your new kit!
FM 3D Kit Editor (FMKE) is our most recent tool for Football Manager, it will be released later in November.
FMKE will help you create your own 3D kit, you just need to choose or edit the images (for shirts, logos, badges) for each part of the kit, FMKE does all the rest!
Let's see how it works
First step - Create an empty kit
Next step - Add images
Well an empty kit's isn't funny, so now is the time for us to build each part of the kit (shirt, shorts, sleeves, socks, ...)
For this example, let's grab an image for Juventus shirt from the web to use as our shirt
Now that we have our Front Shirt, we must crop it, and leave only the shirt without sleeves
Next step - Customize Images
Cool, we have our Front Shirt almost ready!
But, what if we could change it? How about replace some colors? Let's do it!
FMKE allows you to customize an image, by changing some properties (Hue, Brightness, Contrast) or replacing a color with another
And here it is, our front shirt is ready!
Now we would need to do the same for the rest of the parts (back shirt, sleeves, socks, shorts, etc)..
Next step - Export
FMKE will export your kit to FM file format (xml + png), you just have to install the kit as you would do with any other custom kit
(copy it to Documents\Sports Interactive\Football Manager 2020\graphics\kits)
Final step - Let's use it!
Here it is, our team using our new custom kit!
Frequently asked questions
How is this different from editing kits with FMRTE? FMRTE has some basic kit editing features, it allows you to change colors, and styles, nothing else. FMKE on the other hand, allows you to create your own kits, you can add your own images, logos, badges into a kit. Note: Kits made with FMKE are only visible in the 3D match engine, they aren't visible anywhere else.
Do I need FMRTE to use FMKE?
No. FMKE and FMRTE are two distinct products. FMRTE allows you to edit clubs kits and colors, but to customize a 3D kit, you need FMKE.