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Kit Mixer

michelMK45 edited this page Oct 7, 2026 · 2 revisions

Kit Mixer — FSW/Kits Package Structure

Kit Mixer looks for source kits under FSW/Kits/<name>/, where <name> is either the team's raw numeric ID or a friendly folder name mapped to that ID via settings.ini [kitsid] (the same mechanism used for chants' [chantsid], edited from the asset settings editor):

FSW/Kits/<name>/
  sceneassets/kit/kit_<team_id>_<kittype>_<tourn_id>.rx3
  sceneassets/kitnumbers/specifickitnumbers_<team_id>_<jerseyOrShorts>_<tourn_id>_<kittype>.rx3
  ui/imgAssets/kits/j<kittype>_<team_id>_0.dds
  fifarna/lua/assignments/teams/<any-name>.lua        (optional)

kittype is 0 = home, 1 = away, 2 = keeper, 3 = third; tourn_id is normally 0 (the tournament-agnostic slot the engine falls back to).

Notes:

  • At least one .rx3 under sceneassets/kit/ is required before Kit Mixer can mix that team + kit type — it's used as the template whose non-mixed parts (e.g. the badge decal) are kept.
  • If FSW/Kits/ has nothing for a team, Kit Mixer falls back to whatever is already live under data/sceneassets/kit/ — which is exactly what the Assets Extractor can populate, so running its "Extract Selected → Kit Textures" once is a quick way to get a valid template for every team without needing a community kit pack first.
  • Any .lua dropped under fifarna/lua/assignments/teams/ doesn't need to reference the same team ID — Kit Mixer only scans it for assignKitDetails(...) calls to offer as ready-made jersey-name-color swatches, regardless of which team the file was originally written for.

Kit Mixer requires the same 32-bit FifaLibrary16.dll bridge as database reading and BH regeneration — see FIFA Database Reading (32-bit Bridge) further down.

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