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Match Asset Packs

michelMK45 edited this page Oct 7, 2026 · 1 revision

Match Asset Packs (Ball, Referee, Wipe & Adboard)

Four asset modules share the same rules, described on this page. Each one has its own page with its file names:

Ball · Referee · Wipe · Adboard

Each is assigned per round (key = the Round ID the Dashboard shows) from the Settings Editor's Match Assets tab, with its own switch in the Dashboard's Modules card (Game group):

FSW/balls/<folder>/*.rx3          -> data/sceneassets/ball
FSW/referee/<folder>/*.rx3        -> data/sceneassets/kit
FSW/wipe/<folder>/*.rx3           -> data/sceneassets/wipe3d
FSW/adboards/<folder>/            -> data/sceneassets/adboard (+ corner-flag routing)

All four modules are assigned per round only (no per-stadium folders). When a pack is assigned to the match's round but its module is switched off, an "(OFF)" warning notification says the assets were skipped.

Replacing and restoring game files

Pack files are installed with their own names, so a file named like one the game already ships (e.g. specificwipe_0_996_0.rx3) replaces it. The replaced original is backed up to FSW/.wipe_backup/, FSW/.ball_backup/, FSW/.referee_backup/, FSW/.adboard_backup/ or FSW/.cornerflag_backup/ the first time and put back automatically on the next apply that no longer wants it — a round with nothing assigned, a different pack, a missing pack folder, or the module switched off. Only files the pack itself installed are ever restored or deleted (Referee shares data/sceneassets/kit with team kits, which are left alone). Files copied by earlier versions have no backup.

Pack ids are matched to the match

Packs are addressed by an id inside their file names (specificball_0_<id>_0.rx3, specificwipe_0_<id>_0.rx3, specificadboard_0_<id>_0_0.rx3, cornerflag_0_<id>_0.rx3, kit_600x_5_<id>.rx3), and the game only loads the files that carry the id of the match it is playing — its league graphics id, read live from memory — not the round the pack is assigned to. When a pack carries exactly one id and it differs from the match's, that id is renamed on install, so assigning a pack to a round simply works (log: Ball runtime: pack id 967 -> 208 (match league 208), 2 file(s) renamed on install). The id is worked out the way the game's own Lua does it: the swapTournamentID pairs and, for referee kits, the copyTournamentRefereeKitAssets table of your install's data/fifarna/lua/assignments/*.lua are applied. Packs that carry several ids and files with id 0 are installed untouched, and with no league id (no competition) everything installs as before.

How to prepare a pack

Put the .rx3 files straight into FSW/<module>/<pack name>/ using the game's own file names; the <id> is the part the game matches.

The simplest pack uses one id for all its files — it can be any number — and then works for whichever round you assign it to. A pack that deliberately carries files for several competitions (one set per id) is left as it is, so its ids must be the real ones the game asks for. In Ball, Referee and Wipe packs .png previews, desktop.ini and Thumbs.db are never installed; an Adboard pack installs only its .rx3 files and the files with cornerflag in their name.

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