readme.txt for jersey folder
----------------------------

Jersey texture
---------------

Starting from OOTP 23 the layout of the default jerseys was changed. The new jersey texture is continuous and covers the waist too.

Whenever a jersey is "painted" for the first time when starting a new game or changing the jersey design, the game creates a texture based on one of the templates (default_jersey_*.png), which you can find in the folder /data/jerseys. Don't change those files!

If you want to create customized textures for certain teams, do the following:

- go to folder /data/jerseys
- make a copy of one of the default jersey template files
- rename the copy to jerseys_TEAMNAME_TEAMNICKNAME.png (change TEAMNAME and TEAMNICKNAME to your team's names)
Remove all dots in the team name and nickname, and replace all spaces with underlines.
- edit the file as you like.

You can leave the new jersey texture file in the folder (/data/jerseys). This will allow all new leagues you create in OOTP to use the texture for a team with the same name. 

Or, if you prefer to use the texture in a single save only, then move the file to that league's save folder (/data/saved_games/GAMENAME/jerseys). Then only teams in only that saved game will use the new texture.

When the game looks for a texture, it will first look in the league folder and use a texture file if it exists. If there is no file, it will look into the global folder (/data/jerseys) and if it finds a texture file for the team there, it will be copied into the league folder and used from there in the future.
If no file is found at all, the game will load one randomly selected template file (/data/jerseys/default_jersey_*.png) and "paint" the texture using the team colors.

Jersey normal map (new since OOTP 23)
-------------------

In addition to the layout change of the jersey texture starting from OOTP 23 there is an optional normal map file.
The normal map enhances the jersey texture by adding details through faking lighting of bumps and dents.

Unlike the jersey texture it is not "painted", when creating a new jersey, but rather copied to match the jersey texture filename with an additional "_n" at the end right before the extension: jerseys_TEAMNAME_TEAMNICKNAME_n.png.

If no normal map for a given jersey texture is found (no file with same name and an "_n" at the end), a default normal map is used.

There are some default normal map files in /data/jerseys/ named default_jersey_*_n.png , which correspond to the jersey texture files default_jersey_*.png . Note the details e.g. buttons on some of them. If using custom jersey textures without such details it is best to also use a normal map without that details.

Don't change the default normal map files, copy them to the league folder (/data/saved_games/GAMENAME/jerseys), rename to match the jersey texture file (and add an "_n" at the end) and change this copy if needed.


Jersey logo file + individual colors
-------------------

If there is a file named jerseys_logo_TEAMNAME_TEAMNICKNAME.png (remove all dots in the team name and nickname, and replace all spaces with underlines) in /data/jerseys, it will be used as the logo for the jerseys of that team when starting a new game. If it's not present no logo will be used for the jerseys.

You can define 3 colors for the jersey (main, secondary, stripes) in the team settings in the game. You can also add the color information (red green blue channels per color) to the jerseys logo file. 

Without color code prefixes (see below) up to three colors, all for the home jersey, can be added using 6 character (2 per channel, 00-FF, HEX) or 9 characters (3 per channel, 000-255, RGB) color codes for each color (main, secondary, stripes) like this:

jerseys_logo_TEAMNAME_TEAMNICKNAME_FFFFFF_000000_FF00FF_sometext.png (change TEAMNAME and TEAMNICKNAME to your team's names)
FFFFFF will be the main color of the jersey. It's the color code for white color.
000000 will be the color of the undershirt (secondary color). It's the color code for black color.
FF00FF will be the color of the pin stripes. It's the color code for magenta.

caps_logo_TEAMNAME_TEAMNICKNAME_255255255_000000000_255000255_sometext.png (change TEAMNAME and TEAMNICKNAME to your team's names)
255255255 will be the main color of the jersey. It's the color code for white color.
000000000 will be the color of the undershirt (secondary color). It's the color code for black color.
255000255 will be the color of the pin stripes. It's the color code for magenta.

"sometext" is optional and can be any text, like your name or the name of the logo set or whatever, it will be ignored by the game.

While adding only up to 3 color codes (as described above) will affect only the home jersey, starting with OOTP 23 more color codes can be defined in the filename:

Jersey main color		J1H	J1A
Jersey secondary color		J2H	J2A
Jersey pin stripe color		J3H	J3A

"H" will change home jersey and "A" the away jersey colors. All 6 colors can be defined in the filename in any order.
These prefixes should be added before the color codes, followed by 6 character (00-FF, HEX) or 9 character (000-255, RGB) color codes:

jerseys_logo_TEAMNAME_TEAMNICKNAME_C2A112233_C3H334455_C1A889900_sometext.png (change TEAMNAME and TEAMNICKNAME to your team's names)
Away jersey secondary color will be changed to 112233 (HEX color code), home jersey stripes color to 334455 and away jersey main color to 889900.

HEX and RGB color codes can be mixed in the filename. If defining the same color twice the last color code will be used.
Other prefixes will be ignored when loading jersey logo file.

See /data/logos/_readme.txt for more details.


Alternate uniforms properties
-------------------

Besides colors for home and away jerseys it is now also possible to specify colors codes and other properties in the filenames of alternate uniform textures.

The scheme is:

jerseys_TEAMNAME_TEAMNICKNAME_ALTERNATEUNIFORMNAME__WEEKDAYS_HA-SWITCHES_COLOR1_COLOR2_COLOR3.png

where

TEAMNAME		is the name of the team.
TEAMNICKNAME		is the nickname of the team.
ALTERNATEUNIFORMNAME	is the name of the alternate uniform.
WEEKDAYS 		are the weekdays the selected uniform will be used. 3 letter per day (Mon, Tue, Wed, Thu, Fri, Sat, Sun), can be specified individually: MonSun, in a range: Mon-Fri, Sun-Tue, or both: Wed-SatMon. The order does not matter.
HA-SWITCHES		set "h" to use the selected uniform for home games, "a" for away games, both "ha" for home and away games, or leave it blank to not change the existing options.
COLOR1-3		are the max. 3 colors of the jersey in HEX (6 characters, 3x 00-FF) or RGB (9 characters, 3x 000-255) color codes. No prefixes are needed that are used in logo filename (C1H etc.). First color will change jersey main color, second the secondary color and third the pin stripes color in that order.

Note the double underscore ("__") after the name of the alternate uniform. This is needed as both the team name and uniform name can consist of several words.
As the home-away switches and weekdays are a uniform (contains ballcap, jersey, pants ...) property, changing these values when loading a jersey texture will change it also for other items (ballcap, pants ...) of this uniform.
All codes and names are optional. The codes will be parsed and used while loading a texture through the uniforms dialog in the game only when a double underscore ("__") is found in the filename.


Examples: 

- jerseys_city_nickname_alt_123__Fri-MonSun_h_ff4422_007755.png		when loading this texture the selected uniform will be changed to be worn on Friday, Saturday, Sunday and Monday for home games. Jersey main color will be changed to ff4422 and visor color to 007755, pin stripes color will remain the same.
- something__TueThu.png							when loading this texture the selected uniform will be changed to be worn on Tuesday and Thursday, home-away options will remain the same, colors stay unchanged.
- jerseys_city_alt__Wed_ha_123123123.png				when loading this texture the selected uniform will be changed to be worn on Wednesday for home and away games. Jersey main color will be changed to 123123123.

Note that theses codes will not be parsed when automatically load/update uniforms through an XML file, see /data/colors/_readme.txt for more details.