Our site is generously sponsored by:

The best landscaping service Austin and lawn service company in Austin Texas and Cedar Park is Lawn Service Cedar Park.

Lawn Care Service of Cedar Park
100 E Whitestone Blvd
Ste 148, #166
Cedar Park, TX 78613
(512) 595-0884

The best landscaping service leander and lawn service provider in Leander TX is Leander Landscaping Pros.

Leander Lawn and Landscaping Pros
1800 Montana Ct
Leander, TX 78641
USA
(512) 468-2670
Please give them a visit!
  • This is a reminder of 3 IMPORTANT RULES:

    1- This is an English forum. Please post only in English.

    2- This is NOT a commercial or advertising forum. All content must be shared for FREE.

    3- No invites or links to Discord, Telegram, WhatsApp, or similar platforms.

    Please take a moment to review our forum rules and guidelines here: SoccerGaming Rules and Guidelines.

    Thank you!

Scoreboard Creation Tutorial Part I

once we've created a scoreboard how do we set it for a specific competition?
You can't by just using fifa mod editor but i found a solution :

Install Live Editor. When you're in Fifa, open up LE (Live Editor) and search in the LE window (up left corner) in the data the "Overlay > Generic" folder (should be something like "ui>game>overlays>generic). Replace the generic 9002 with ur file. Then save and you'll have all the folder dir created in LE root folder (in documents or whatever).
Go into this folder, for me it's in "Program Files (x86)\Steam\steamapps\common\FIFA 22\LiveEditorMods\root\Legacy\data\ui\game\overlays\Generic" and you'll find the overlay_9002.big. Delete it and save the dir (generic) to ur windows explorer (to have the shortcut when you open up windows explorer).

When you play the game (in a generic league, not a league with the real overlay like PL or Ligue 1) and you're in your generic scoreboard league, for example Austria League 1 : open your career and stay in the menu, open LE and just drag and drop your Austria League 1 overlay_9002.big in the generic folder (Program Files (x86)\Steam\steamapps\common\FIFA 22\LiveEditorMods\root\Legacy\data\ui\game\overlays\Generic ---> this one).

If you play a match you'll have the custom overlay. In case you have a national cup right after your league match it's pretty easy. When you end your league match, stay in the career hub, open up your windows explorer in the generic folder (again this one : Program Files (x86)\Steam\steamapps\common\FIFA 22\LiveEditorMods\root\Legacy\data\ui\game\overlays\Generic) and replace the league custom overlay with the cup custom one (i suggest you to have a folder with every overlays, then you copy and paste (do not cut and paste in order to keep every file)).

Launch the match and the overlay'll be updated. If you transfer yourself to another league, for example China D1. Repeat the process :
Before the 1st match stay in the career hub, replace the overlay in your generic folder by your custom one (for China) and launch the match.

You'll need to have Live editor open everytime but it'll let you play with every scoreboard you want in real-time !


--------------------


It should work, if i doesn't, let me know i'll make a little video to explain better and show you :)
 
You can't by just using fifa mod editor but i found a solution :

Install Live Editor. When you're in Fifa, open up LE (Live Editor) and search in the LE window (up left corner) in the data the "Overlay > Generic" folder (should be something like "ui>game>overlays>generic). Replace the generic 9002 with ur file. Then save and you'll have all the folder dir created in LE root folder (in documents or whatever).
Go into this folder, for me it's in "Program Files (x86)\Steam\steamapps\common\FIFA 22\LiveEditorMods\root\Legacy\data\ui\game\overlays\Generic" and you'll find the overlay_9002.big. Delete it and save the dir (generic) to ur windows explorer (to have the shortcut when you open up windows explorer).

When you play the game (in a generic league, not a league with the real overlay like PL or Ligue 1) and you're in your generic scoreboard league, for example Austria League 1 : open your career and stay in the menu, open LE and just drag and drop your Austria League 1 overlay_9002.big in the generic folder (Program Files (x86)\Steam\steamapps\common\FIFA 22\LiveEditorMods\root\Legacy\data\ui\game\overlays\Generic ---> this one).

If you play a match you'll have the custom overlay. In case you have a national cup right after your league match it's pretty easy. When you end your league match, stay in the career hub, open up your windows explorer in the generic folder (again this one : Program Files (x86)\Steam\steamapps\common\FIFA 22\LiveEditorMods\root\Legacy\data\ui\game\overlays\Generic) and replace the league custom overlay with the cup custom one (i suggest you to have a folder with every overlays, then you copy and paste (do not cut and paste in order to keep every file)).

Launch the match and the overlay'll be updated. If you transfer yourself to another league, for example China D1. Repeat the process :
Before the 1st match stay in the career hub, replace the overlay in your generic folder by your custom one (for China) and launch the match.

You'll need to have Live editor open everytime but it'll let you play with every scoreboard you want in real-time !


--------------------


It should work, if i doesn't, let me know i'll make a little video to explain better and show you :)
Thanks very much for detailed guide above, on a separate note I have found that the euro 2024 scoreboard from FC24, is still in the files of FC25 but is not used for any competion in game.

Do you know how I can assign that scoreboard that is already there to be used for the euro competition scoreboard?
 
Thanks very much for detailed guide above, on a separate note I have found that the euro 2024 scoreboard from FC24, is still in the files of FC25 but is not used for any competion in game.

Do you know how I can assign that scoreboard that is already there to be used for the euro competition scoreboard?
i didn't tried to assign to existing scoreboards to be honest. I'll try in the next days but i'm not sure if it could work
 
Ok cool thanks mate, I can extract euro scoreboard files so maybe ill try replacing generic with the euros files using the method above and see if that works
 
Thanks very much for detailed guide above, on a separate note I have found that the euro 2024 scoreboard from FC24, is still in the files of FC25 but is not used for any competion in game.

Do you know how I can assign that scoreboard that is already there to be used for the euro competition scoreboard?
So if i understand you want to use this scoreboard to replace the FC24 euro scoreboard ? I guess that i don't have the skill to answer :/ i'm sorry my friend
 
The question i have is how to edit the other overlays ? For example the scoreboard at the beginning of both half times (at the bottom center)
 
Hey guys, can anyone tell me what all the overlays do? For example, 9002 is the scoreboard, 9015 is the start bar, and 9018 is the lineup introduction.
 
Hello, it's a little funny that this topic opened years later, but whatever... now I made 2 leagues, I did the same operations in fc 25, I even made special scoreboards for 2 of them, but how can I do separate things to them? 1 is different 2 is different
 
Part 2.

Welcome to part 2 of a 4-part tutorial that will explain custom scoreboard creation. This tutorial will assume that you have read Part 1, so if you have yet to do so please read it.

* I added a link to the .big that I am using at the start of Part 1

1) Correction from part 1

At the end of the tutorial I stated that in order to change the score digit colors we would be editing the decoded hex from 'color_text_white' to 'color_text_navy_blue'. This instruction is incorrect, because we want to keep the score digits white, and - because we want to change the clock digits to navy blue - we will need to edit each of the 'time color' offset addresses found in the spreadsheet.

I have edited the necessary hex address offset values. The color blue that the clock digits need to be changed to has the following hex code: '08 00 52'

NvjLHH3.png


Therefore, I edited the values found in the spreadsheet:

ZEmab2d.png


And changed each value at the specified offsets to '52 00 08' (remember to enter as B G R). Here is what the hex code looks like after making the edits to these address offsets:

Iml24iP.png


2. Scoreboard textures

There are not many scoreboard textures slots in the .big file we will use. Let's take a look at the scoreboard textures by opening Fifa Editor Tool, then navigating to the following file in the 'Legacy Explorer': data/ui/game/overlays/Generic/overlay_9002.big. Now import your .big to replace this file.

Double click 9002.big and you will see a list of files to the right, some of which are .dat files, one of which is an APT1 file and the rest of which are .dds files. We are only interested in the .dds files. The .dat files contain the hex code, but we will edit that in Hxd. The only textures that we need to concern ourselves with are 10, 14 and 30. Texture 10 is the main scoreboard texture. Let's go ahead and correct our previously imported texture so that it has the league crest watermark above the main texture:

AYj4kQT.png


In order to add the crest, I had to move the main horizontal bar of the scoreboard down. This is because with textures inside of .big file, the texture must comport to the texture size specified by the .big code. One cannot simply increase a texture size in order to add more graphics... if you import the wrong size texture into your .big you are likely to corrupt the file or at least experience issues. This is because the game cannot dynamically adjust textures when they are compressed into an archive like a .big file.

Now that we have edited the '10' texture, we will import it using Fifa Editor Tool:

rhuhlCl.png


Texture '14' is the extra time popup texture. You may or may not want to have this texture depending on the scoreboard we are making. In this case, we do need to have a texture here, because if you take a look at the scoreboard we are intending to create it is going to be necessaryt that we add a light blue box for the add on time amount. Therefore, we will create this texture by exporting texture 14, editing using photoshop:

GABgrEq.png


And then we will import it back using FET (Fifa Editor Tool).

We will do the same thing with texture 30. Recall that one thing we needed to was to change the color bars to make them vertically oriented rectangular bars. We do so in Photoshop:

iXIWKxR.png


We will probably need to edit the width of the texture after looking at it in game.

One final note about scoreboard textures: It is a good idea to create your textures first. That way you will know how far to move things around when you are making your floating point edits. Similarly, it is a good idea to set your scoreboard font before you begin trying to align all of the scoreboard components, because changing the font often changes the scaling and thereby the location on the screen of the scoreboard components.

3. Editing the scoreboard font style

This is a very simple hex edit, as we can take advantage of the fact that it is decoded hex. One thing to note about scoreboard fonts is that we are limited to those that are already in the game. A list of fonts can be found in FET at the following address in the legacy files: data/ui/fonts. You will see a number of them, and they can be exported and loaded using a ttf font viewer to give you an idea of what they look like. You are going to find times when you just can't find a perfect option. This is a limitation we face. You can try to import a font, but note that this will sometimes lead to ludicrously large font sizes.

In order to edit the set font style, lets first export the .big file we just imported our textures into. Now lets open it in Hxd and begin scrolling down until we see the following text in the 'decoded text' column:

C4bzPZa.png


As you can see, the currently set font is TheFACupHeadline-Rg. Let's change that to MLS-Bold. We will do so by placing our cursor in front of the 'T' in the decoded hex column and beginning to type. Once we have typed MLS-Bold, we need to remove the rest of the font type that was specified before. We will do this by going back to the hex code and entering 0's in all of the remaining columns (until it reads ....... in the decoded hex column:

VQo8pyI.png


OdJgfIL.png


Now we need to repeat this step for the same line below. In the end, your code will look like this:

I8jQKHy.png


Let's save the .big and reimport using FET. Now let's launch the game and see where things stand:

* Note that inbetween Part 1 and 2 I edited the values of several scoreboard location values for the purposes of Part 3, where we will review how to move things around on the scoreboard. Normally the changes we have made thus far would not change the alignment/location of the components of the scoreboard

pEID7pw.png



In part 3 we will review how to move the team name, score digits, clock, and extra time indicators around the scoreboard. It is likely to take me a few days to complete Part 3, as this part will require the most trial and error.
Sorry, friend, to increase the size for a marker in which hexadecimal code must be edited. I am referring to a marker that has a watermark and advertising at the top. It seems like something good to me. In point 2, I would appreciate the information.
 
Back
Top