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	<updated>2026-08-19T03:46:43Z</updated>
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	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/OOTP_Uniform_Creator&amp;diff=2353</id>
		<title>OOTP Baseball:Customizing OOTP/OOTP Uniform Creator</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/OOTP_Uniform_Creator&amp;diff=2353"/>
		<updated>2026-03-11T14:03:48Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: /* OOTP Uniform Creator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
== &#039;&#039;&#039;OOTP Uniform Maker&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OOTP Uniform Maker is a third-party tool allowing users to create full uniform sets (currently jerseys, caps, fonts, and socks) without the need for any image editing software.&lt;br /&gt;
[[File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif|thumb]]&lt;br /&gt;
Details about the installation and usage of the OOTP Uniform Maker can be found in the following threads on the OOTP Forums:&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=336503 (this is the main thread located in the Mods forum)&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=345028 (this thread was stickied in the OOTP 24 forums and does not get much attention these days)&lt;br /&gt;
&lt;br /&gt;
Source code and binaries for Windows, macOS and Linux are available at https://github.com/eriqjaffe/OOTP-Uniform-Maker&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=2352</id>
		<title>OOTP Baseball:Customizing OOTP</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=2352"/>
		<updated>2026-03-11T14:03:19Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: /* Tools and Tutorials: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}One of the hallmarks of the Out of the Park Baseball series is the ability to customize or modify nearly any aspect of the game. Please check out the OOTP Forums [https://forums.ootpdevelopments.com/forumdisplay.php?f=3693 OOTP Mods section] for community created mods. Mods can also be published to the [[OOTP Baseball:Customizing OOTP/Steam Workshop|Steam Workshop]]. Most mods involve editing files in the [[OOTP Baseball:Customizing OOTP/Customizable Data Folder|Customizable Data Folder]], this includes logos, rosters, facegens, 3D stadiums, schedules, sounds, skyboxes, uniforms, and more.&lt;br /&gt;
&lt;br /&gt;
=== Customizing and Modding OOTP ===&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Nations, Cities, and Player Origins|World Database (Nations, Cities, and Player Origins)]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Names|Player Names Database]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Team and League Logos|Team and League Logos]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Player and Coach Images|Player and Coach Images]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/In-game News, Messages, and Play-by-Play Text|In-game News, Messages, and Play-by-Play Text]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Schedules|Schedules]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Game Configuration Files|Game Configuration Files]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Weather|Weather]]&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Customizing OOTP often involves modifying important files so there is some degree of risk involved. Some mods may permanently affect existing games and leagues while others may be a hassle to revert. Some have the potential to prevent new games from being created properly, or even at all. To avoid undesirable results, [[OOTP Baseball:Screens and Menus/File Menu/Backup and Restoring/Backup Saves|backup your league files]] before installing any mods with the potential to significantly alter your game. &#039;&#039;Example: Installing some team logos may be easy to revert. Overwriting the facegen or player picture files of every player in a league may not be reversible.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Most non-league specific mods can be reverted by re-installing the game, but for simplicity&#039;s sake it&#039;s easier to make a copy of any files being modded. &lt;br /&gt;
&lt;br /&gt;
It is also recommended to keep a separate copy of modded files outside of the OOTP directory. This is because some of the default files (such as the world database) may be overwritten when game patches are installed.&lt;br /&gt;
&lt;br /&gt;
=== Tools and Tutorials: ===&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/OOTP Uniform Creator|OOTP Uniform Maker]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Creating Custom Facegens|Creating Custom Facegens]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Creating Custom Skyboxes|Creating Custom Skyboxes]]&lt;br /&gt;
* [[Creating Normal Maps for jerseys]]&lt;br /&gt;
* [[Creating 3D Ballparks]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Modifying Existing 3D Ballparks|Modifying Existing 3D Ballparks]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Editing and Creating Game Skins|Editing and Creating Game Skins]]&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=Creating_3D_Ballparks&amp;diff=1751</id>
		<title>Creating 3D Ballparks</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=Creating_3D_Ballparks&amp;diff=1751"/>
		<updated>2024-10-31T16:02:10Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating 3D Ballparks ==&lt;br /&gt;
3D Parks are best created using [https://www.sketchup.com/en/plans-and-pricing/sketchup-free SketchUp], a free 3D editor.  Currently it is a web-based tool, although a legacy desktop version (&amp;quot;SketchUp Make 2017&amp;quot;) can be downloaded from the Internet Archive (please note that the following links may break at any time):&lt;br /&gt;
&lt;br /&gt;
* [https://web.archive.org/web/20220518133441/https://www.sketchup.com/sketchup/2017/en/sketchupmake-2017-2-2555-90782-en-x64-exe Windows]&lt;br /&gt;
* [https://web.archive.org/web/*/https://download.sketchup.com/sketchupmake-2017-3-116-90851-en.dmg macOS]&lt;br /&gt;
&lt;br /&gt;
While the process of creating a 3D ballpark from scratch is rather involved, forum user silvam14 created a series of YouTube Videos detailing the process.  While the tutorials use the older desktop version of SketchUp, the web-based version should behave similarly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.youtube.com/watch?v=Yhe0LMTRcYA Part 1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Importing the diagram&lt;br /&gt;
* Scaling the diagram&lt;br /&gt;
* Outlining the playing area&lt;br /&gt;
* Creating the fences&lt;br /&gt;
* Using the &amp;quot;follow-me&amp;quot; tool to create the stands&lt;br /&gt;
* Cleaning up the dugout areas and other parts of the park&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/rlig2PohoUU Part 2]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Create faces for CF scoreboard&lt;br /&gt;
* Fix Outfield Fence Face for future texturing&lt;br /&gt;
* Open up center field back wall below roof&lt;br /&gt;
* Place supports between roof and upper deck&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/6SRoGvB8t_0 Part 3]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Painting Textures&lt;br /&gt;
* Importing and Re-sizing textures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/t5pnZyirfYE Part 4]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Exporting the model from sketchup to an .obj&lt;br /&gt;
* Importing and testing the stadium in OOTP19 (fixing anything wrong)&lt;br /&gt;
* Configuring the 3D crowd and testing in OOTP19&lt;br /&gt;
* Creating the 2D diagram&lt;br /&gt;
* Creating the 2D Day and Night Photos&lt;br /&gt;
* Setting The 3D Grid and wall markers&lt;br /&gt;
* Setting 2D Ball locations&lt;br /&gt;
* Creating park factors&lt;br /&gt;
* Exporting park .prk file&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://forums.ootpdevelopments.com/showthread.php?t=289916 silvam14&#039;s thread on the OOTP Forums].&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=Creating_3D_Ballparks&amp;diff=1750</id>
		<title>Creating 3D Ballparks</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=Creating_3D_Ballparks&amp;diff=1750"/>
		<updated>2024-10-31T15:59:25Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: Created a basic page, mostly linking to silvam14&amp;#039;s tutorials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating 3D Ballparks ==&lt;br /&gt;
3D Parks are best created using [https://www.sketchup.com/en/plans-and-pricing/sketchup-free SketchUp], a free 3D editor.  Currently it is a web-based tool, although a legacy desktop version (&amp;quot;SketchUp Make 2017&amp;quot;) can be downloaded from the Internet Archive (please note that the following links may break at any time):&lt;br /&gt;
&lt;br /&gt;
* [https://web.archive.org/web/20220518133441/https://www.sketchup.com/sketchup/2017/en/sketchupmake-2017-2-2555-90782-en-x64-exe Windows]&lt;br /&gt;
* [https://web.archive.org/web/*/https://download.sketchup.com/sketchupmake-2017-3-116-90851-en.dmg macOS]&lt;br /&gt;
&lt;br /&gt;
While the process of creating a 3D ballpark from scratch is rather involved, forum user silvam14 created a series of YouTube Videos detailing the process:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.youtube.com/watch?v=Yhe0LMTRcYA Part 1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Importing the diagram&lt;br /&gt;
* Scaling the diagram&lt;br /&gt;
* Outlining the playing area&lt;br /&gt;
* Creating the fences&lt;br /&gt;
* Using the &amp;quot;follow-me&amp;quot; tool to create the stands&lt;br /&gt;
* Cleaning up the dugout areas and other parts of the park&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/rlig2PohoUU Part 2]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Create faces for CF scoreboard&lt;br /&gt;
* Fix Outfield Fence Face for future texturing&lt;br /&gt;
* Open up center field back wall below roof&lt;br /&gt;
* Place supports between roof and upper deck&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/6SRoGvB8t_0 Part 3]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Painting Textures&lt;br /&gt;
* Importing and Re-sizing textures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/t5pnZyirfYE Part 4]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Exporting the model from sketchup to an .obj&lt;br /&gt;
* Importing and testing the stadium in OOTP19 (fixing anything wrong)&lt;br /&gt;
* Configuring the 3D crowd and testing in OOTP19&lt;br /&gt;
* Creating the 2D diagram&lt;br /&gt;
* Creating the 2D Day and Night Photos&lt;br /&gt;
* Setting The 3D Grid and wall markers&lt;br /&gt;
* Setting 2D Ball locations&lt;br /&gt;
* Creating park factors&lt;br /&gt;
* Exporting park .prk file&lt;br /&gt;
&lt;br /&gt;
For more information, see [https://forums.ootpdevelopments.com/showthread.php?t=289916 silvam14&#039;s thread on the OOTP Forums].&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=1749</id>
		<title>OOTP Baseball:Customizing OOTP</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=1749"/>
		<updated>2024-10-31T15:42:44Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: /* Here are some Customization tools and walkthroughs: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}One of the hallmarks of the Out of the Park Baseball series is the ability to customize nearly any aspect of the game. OOTP players can import custom roster sets, modify the logos used in-game, customize ballparks, and more!&lt;br /&gt;
&lt;br /&gt;
===== Here are some Customization tools and walkthroughs: =====&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/OOTP Uniform Creator|OOTP Uniform Creator]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Creating Custom Facegens|Creating Custom Facegens]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Creating Custom Skyboxes|Creating Custom Skyboxes]]&lt;br /&gt;
* [[Creating Normal Maps for jerseys]]&lt;br /&gt;
* [[Creating 3D Ballparks]]&lt;br /&gt;
&lt;br /&gt;
So, what does &#039;customizing&#039; mean? Well, there are lots of ways you can adjust OOTP to your liking that have been covered elsewhere - using the in-game editors or commissioner functions, for example. In this section of the manual, we&#039;re going to define &#039;customizations&#039; as &#039;&#039;changes to OOTP made&#039;&#039; &#039;&#039;outside of the game&#039;&#039;. So, for example, modifying the text files that control random player name generation is a customization. Changing your game&#039;s league settings is not. Got it?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important!&#039;&#039;&#039; Customizing your game often involves modifying the files that are installed with the game, so there is some degree of risk involved. The best protection against problems is to back up, back up, back up! If you&#039;re modifying something related to one specific league, you can back up that league using the in-game backup options. If you&#039;re modifying the skin, graphics, or individual text files, you should back up those individual files or folders before modifying them. On top of that, customization often involves a decent amount of trial and error. It&#039;s much easier to restore a single backed up file than having to reinstall the game from scratch! There&#039;s no measuring the amount of frustration a good backup can save!&lt;br /&gt;
&lt;br /&gt;
This following aspects of OOTP can be customized:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Nations, Cities, and Player Origins|Nations, Cities, and Player Origins]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Names|Names]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Team and League Logos|Team and League Logos]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Player and Coach Images|Player and Coach Images]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/In-game News, Messages, and Play-by-Play Text|In-game News, Messages, and Play-by-Play Text]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Schedules|Schedules]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Game Configuration Files|Game Configuration Files]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Weather|Weather]]&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=722</id>
		<title>OOTP Baseball:Customizing OOTP/Creating Normal Maps for jerseys</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=722"/>
		<updated>2024-09-03T14:53:26Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: Added links to Materialize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
The aspect ratio of our new jersey textures is 0.5, meaning the width is half the size of the height. Our textures are delivered in the size of 512x1024. Jerseys in other sizes like 256x512 or 1024x2048 for example would work as well. It is good practice to choose a resolution smaller or equal to 512x1024 to not unnecessarily slow down the game since the bigger the texture is the smaller the frame rate becomes. For best compatibility it is also preferable to use resolutions where width and height are a power of two. The image format needs to be the PNG format. Jerseys can be made up of two texture images, a diffuse map and a normal map:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;400&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Diffuse Map.png|1. Diffuse Map&lt;br /&gt;
File:Normal Map.png|2. Normal Map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;The diffuse map represents the colors that a jersey is supposed to have on its surface and the normal map represents the difference in height to show the wrinkles of the jersey or the height of the buttons or the team logo since those things are above the surface of the main jersey fabric. It is also possible to use only a diffuse texture for a jersey without the normal map, but such a jersey will not look as good and as realistic as a jersey that has a normal map as well. Have a look at the following three images:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Jersey with diffuse and normal map.png|3. Jersey with diffuse and normal map&lt;br /&gt;
File:Jersey without a normal map.png|4. Jersey without a normal map&lt;br /&gt;
File:Jersey with the normal map only.png|Jersey with the normal map only&lt;br /&gt;
&amp;lt;/gallery&amp;gt;As you can see, on image 4 all the shading that is the result of small differences in height are gone when compared to image 3. Image 4 shows only the normal map related shading without the color from the diffuse map.&lt;br /&gt;
&lt;br /&gt;
=== Creating the diffuse map ===&lt;br /&gt;
To create jersey textures you can use an image editing tool like Photoshop or Gimp. To get the positioning of the buttons or the neck piping right, please use the pattern images from this package. In regard to the buttons, there can be three different kinds of jerseys:&lt;br /&gt;
&lt;br /&gt;
* without buttons&lt;br /&gt;
* with equally spaced buttons&lt;br /&gt;
* with unequally spaced buttons to give the team logo more space&lt;br /&gt;
&lt;br /&gt;
Feel free to give the neck piping and buttons the color you like and place them on top of the background layer which should be in the jerseys main color. If you also want to create a normal map for your jersey, be aware that the planket pattern image should only be used for the normal map and not for the diffuse map since it represents a change in height, not a change in color. As you can see on image 6, there is no planket there. The buttons template in contrast should be used for the diffuse map and the normal map as well.&lt;br /&gt;
&lt;br /&gt;
=== Creating the normal map ===&lt;br /&gt;
A normal map is more kind of an endproduct the computer can use for the shading calculation. To create a normal map, a height map is needed first. A height map is simply a greyscale image where darker colors represent lower positions and lighter colors higher positions, have a look at image 7. To create the height map for your jersey, please use the „height_map.png“ template image as your starting point and then place buttons, planket and logos on top of it in your favorite image editor. Such a height map can be converted into a normal map by a large number of tools and plugins for Photoshop for example. But our preferred way to create normal maps from height maps is to use a free tool called &amp;quot;Materialize&amp;quot; with the normal map style set to &amp;quot;Maya style&amp;quot;, see image 8 and with the settings shown in image 9.&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:The height map.png|7. The height map&lt;br /&gt;
File:Maya style for normal maps.png|8. Maya style for normal maps&lt;br /&gt;
File:Normal map creation settings.png|Normal map creation settings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;The official version of Materialize is only available for Windows, but the application is open-source and there is a fork that has builds available for macOS and Linux.  You can download Materialize for your platform from the following sources:&lt;br /&gt;
&lt;br /&gt;
* Windows: https://boundingboxsoftware.com/materialize/downloads.php&lt;br /&gt;
* Mac / Linux:  https://github.com/maikramer/Materialize/releases/tag/v0.4.2&lt;br /&gt;
&lt;br /&gt;
Choosing the Maya style is important since normal maps can be of different formats which all might look correct to the untrained eye but the final result in the game will look wrong when using the wrong format. Buttons for example will then look as if they are popping in instead of popping out or it will look as if the light will come from the wrong direction.&lt;br /&gt;
&lt;br /&gt;
To convert a height map to a normal map using Materialize, you first need to download and extract Materialize to a folder you like. After starting it, first set the file format to PNG and click on &amp;quot;Settings&amp;quot; to choose the Maya style like shown in image 8. Then click on the &amp;quot;O&amp;quot; on the height map element on the top left of the app screen to open your created height map, see image 10.&lt;br /&gt;
[[File:The Materialize window.png|center|thumb|10. The Materialize window]]&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
When you create a normal map in addition to your jerseys diffuse map, please give both files the same name but add the suffix &amp;quot;_d.png&amp;quot; to the file name of your diffuse map and add the suffix &amp;quot;_n.png&amp;quot; to the file name of your normal map. Such a pair of images yould then for example have the names:&lt;br /&gt;
&lt;br /&gt;
* MY_JERSEY_d.png&lt;br /&gt;
* MY_JERSEY_n.png&lt;br /&gt;
&lt;br /&gt;
This is necessary for OOTP&#039;s file loader, which will automatically look for a normal map file that has the same name like the diffuse map but with the &amp;quot;_n.png&amp;quot; suffix instead of the &amp;quot;_d.png&amp;quot; suffix. If filenames are not respecting this convention, the normally will simply not be loaded.&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=339</id>
		<title>OOTP Baseball:Customizing OOTP/Creating Normal Maps for jerseys</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=339"/>
		<updated>2024-08-12T21:47:37Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aspect ratio of our new jersey textures is 0.5, meaning the width is half the size of the height. Our textures are delivered in the size of 512x1024. Jerseys in other sizes like 256x512 or 1024x2048 for example would work as well. It is good practice to choose a resolution smaller or equal to 512x1024 to not unnecessarily slow down the game since the bigger the texture is the smaller the frame rate becomes. For best compatibility it is also preferable to use resolutions where width and height are a power of two. The image format needs to be the PNG format. Jerseys can be made up of two texture images, a diffuse map and a normal map:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;400&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Diffuse Map.png|1. Diffuse Map&lt;br /&gt;
File:Normal Map.png|2. Normal Map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;The diffuse map represents the colors that a jersey is supposed to have on its surface and the normal map represents the difference in height to show the wrinkles of the jersey or the height of the buttons or the team logo since those things are above the surface of the main jersey fabric. It is also possible to use only a diffuse texture for a jersey without the normal map, but such a jersey will not look as good and as realistic as a jersey that has a normal map as well. Have a look at the following three images:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Jersey with diffuse and normal map.png|3. Jersey with diffuse and normal map&lt;br /&gt;
File:Jersey without a normal map.png|4. Jersey without a normal map&lt;br /&gt;
File:Jersey with the normal map only.png|Jersey with the normal map only&lt;br /&gt;
&amp;lt;/gallery&amp;gt;As you can see, on image 4 all the shading that is the result of small differences in height are gone when compared to image 3. Image 4 shows only the normal map related shading without the color from the diffuse map.&lt;br /&gt;
&lt;br /&gt;
=== Creating the diffuse map ===&lt;br /&gt;
To create jersey textures you can use an image editing tool like Photoshop or Gimp. To get the positioning of the buttons or the neck piping right, please use the pattern images from this package. In regard to the buttons, there can be three different kinds of jerseys:&lt;br /&gt;
&lt;br /&gt;
* without buttons&lt;br /&gt;
* with equally spaced buttons&lt;br /&gt;
* with unequally spaced buttons to give the team logo more space&lt;br /&gt;
&lt;br /&gt;
Feel free to give the neck piping and buttons the color you like and place them on top of the background layer which should be in the jerseys main color. If you also want to create a normal map for your jersey, be aware that the planket pattern image should only be used for the normal map and not for the diffuse map since it represents a change in height, not a change in color. As you can see on image 6, there is no planket there. The buttons template in contrast should be used for the diffuse map and the normal map as well.&lt;br /&gt;
&lt;br /&gt;
=== Creating the normal map ===&lt;br /&gt;
A normal map is more kind of an endproduct the computer can use for the shading calculation. To create a normal map, a height map is needed first. A height map is simply a greyscale image where darker colors represent lower positions and lighter colors higher positions, have a look at image 7. To create the height map for your jersey, please use the „height_map.png“ template image as your starting point and then place buttons, planket and logos on top of it in your favorite image editor. Such a height map can be converted into a normal map by a large number of tools and plugins for Photoshop for example. But our preferred way to create normal maps from height maps is to use a free tool called &amp;quot;Materialize&amp;quot; with the normal map style set to &amp;quot;Maya style&amp;quot;, see image 8 and with the settings shown in image 9.&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:The height map.png|7. The height map&lt;br /&gt;
File:Maya style for normal maps.png|8. Maya style for normal maps&lt;br /&gt;
File:Normal map creation settings.png|Normal map creation settings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Choosing the Maya style is important since normal maps can be of different formats which all might look correct to the untrained eye but the final result in the game will look wrong when using the wrong format. Buttons for example will then look as if they are popping in instead of popping out or it will look as if the light will come from the wrong direction.&lt;br /&gt;
&lt;br /&gt;
To convert a height map to a normal map using Materialize, you first need to download and extract Materialize to a folder you like. After starting it, first set the file format to PNG and click on &amp;quot;Settings&amp;quot; to choose the Maya style like shown in image 8. Then click on the &amp;quot;O&amp;quot; on the height map element on the top left of the app screen to open your created height map, see image 10.&lt;br /&gt;
[[File:The Materialize window.png|center|thumb|10. The Materialize window]]&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
When you create a normal map in addition to your jerseys diffuse map, please give both files the same name but add the suffix &amp;quot;_d.png&amp;quot; to the file name of your diffuse map and add the suffix &amp;quot;_n.png&amp;quot; to the file name of your normal map. Such a pair of images yould then for example have the names:&lt;br /&gt;
&lt;br /&gt;
* MY_JERSEY_d.png&lt;br /&gt;
* MY_JERSEY_n.png&lt;br /&gt;
&lt;br /&gt;
This is necessary for OOTP&#039;s file loader, which will automatically look for a normal map file that has the same name like the diffuse map but with the &amp;quot;_n.png&amp;quot; suffix instead of the &amp;quot;_d.png&amp;quot; suffix. If filenames are not respecting this convention, the normally will simply not be loaded.&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=338</id>
		<title>OOTP Baseball:Customizing OOTP/Creating Normal Maps for jerseys</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=338"/>
		<updated>2024-08-12T21:46:14Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aspect ratio of our new jersey textures is 0.5, meaning the width is half the size of the height. Our textures are delivered in the size of 512x1024. Jerseys in other sizes like 256x512 or 1024x2048 for example would work as well. It is good practice to choose a resolution smaller or equal to 512x1024 to not unnecessarily slow down the game since the bigger the texture is the smaller the frame rate becomes. For best compatibility it is also preferable to use resolutions where width and height are a power of two. The image format needs to be the PNG format. Jerseys can be made up of two texture images, a diffuse map and a normal map:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;400&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Diffuse Map.png|1. Diffuse Map&lt;br /&gt;
File:Normal Map.png|2. Normal Map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;The diffuse map represents the colors that a jersey is supposed to have on its surface and the normal map represents the difference in height to show the wrinkles of the jersey or the height of the buttons or the team logo since those things are above the surface of the main jersey fabric. It is also possible to use only a diffuse texture for a jersey without the normal map, but such a jersey will not look as good and as realistic as a jersey that has a normal map as well. Have a look at the following three images:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Jersey with diffuse and normal map.png|3. Jersey with diffuse and normal map&lt;br /&gt;
File:Jersey without a normal map.png|4. Jersey without a normal map&lt;br /&gt;
File:Jersey with the normal map only.png|Jersey with the normal map only&lt;br /&gt;
&amp;lt;/gallery&amp;gt;As you can see, on image 4 all the shading that is the result of small differences in height are gone when compared to image 3. Image 4 shows only the normal map related shading without the color from the diffuse map.&lt;br /&gt;
&lt;br /&gt;
=== Creating the diffuse map ===&lt;br /&gt;
To create jersey textures you can use an image editing tool like Photoshop or Gimp. To get the positioning of the buttons or the neck piping right, please use the pattern images from this package. In regard to the buttons, there can be three different kinds of jerseys:&lt;br /&gt;
&lt;br /&gt;
* without buttons&lt;br /&gt;
* with equally spaced buttons&lt;br /&gt;
* with unequally spaced buttons to give the team logo more space&lt;br /&gt;
&lt;br /&gt;
Feel free to give the neck piping and buttons the color you like and place them on top of the background layer which should be in the jerseys main color. If you also want to create a normal map for your jersey, be aware that the planket pattern image should only be used for the normal map and not for the diffuse map since it represents a change in height, not a change in color. As you can see on image 6, there is no planket there. The buttons template in contrast should be used for the diffuse map and the normal map as well.&lt;br /&gt;
&lt;br /&gt;
=== Creating the normal map ===&lt;br /&gt;
A normal map is more kind of an endproduct the computer can use for the shading calculation. To create a normal map, a height map is needed first. A height map is simply a greyscale image where darker colors represent lower positions and lighter colors higher positions, have a look at image 7. To create the height map for your jersey, please use the „height_map.png“ template image as your starting point and then place buttons, planket and logos on top of it in your favorite image editor. Such a height map can be converted into a normal map by a large number of tools and plugins for Photoshop for example. But our preferred way to create normal maps from height maps is to use a free tool called &amp;quot;Materialize&amp;quot; with the normal map style set to &amp;quot;Maya style&amp;quot;, see image 8 and with the settings shown in image 9.&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Index.php?title=File:The height map.png|link=File:The_height_map.png|7. The height map&lt;br /&gt;
File:Index.php?title=File:Maya style for normal maps.png|link=File:Maya_style_for_normal_maps.png|8. Maya style for normal maps&lt;br /&gt;
File:Index.php?title=File:Normal map creation settings.png|link=File:Normal_map_creation_settings.png|9. Normal map creation settings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Choosing the Maya style is important since normal maps can be of different formats which all might look correct to the untrained eye but the final result in the game will look wrong when using the wrong format. Buttons for example will then look as if they are popping in instead of popping out or it will look as if the light will come from the wrong direction.&lt;br /&gt;
&lt;br /&gt;
To convert a height map to a normal map using Materialize, you first need to download and extract Materialize to a folder you like. After starting it, first set the file format to PNG and click on &amp;quot;Settings&amp;quot; to choose the Maya style like shown in image 8. Then click on the &amp;quot;O&amp;quot; on the height map element on the top left of the app screen to open your created height map, see image 10.&lt;br /&gt;
[[File:The Materialize window.png|center|thumb|10. The Materialize window]]&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
When you create a normal map in addition to your jerseys diffuse map, please give both files the same name but add the suffix &amp;quot;_d.png&amp;quot; to the file name of your diffuse map and add the suffix &amp;quot;_n.png&amp;quot; to the file name of your normal map. Such a pair of images yould then for example have the names:&lt;br /&gt;
&lt;br /&gt;
* MY_JERSEY_d.png&lt;br /&gt;
* MY_JERSEY_n.png&lt;br /&gt;
&lt;br /&gt;
This is necessary for OOTP&#039;s file loader, which will automatically look for a normal map file that has the same name like the diffuse map but with the &amp;quot;_n.png&amp;quot; suffix instead of the &amp;quot;_d.png&amp;quot; suffix. If filenames are not respecting this convention, the normally will simply not be loaded.&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=337</id>
		<title>OOTP Baseball:Customizing OOTP/Creating Normal Maps for jerseys</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Normal_Maps_for_jerseys&amp;diff=337"/>
		<updated>2024-08-12T21:45:18Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: Created page with &amp;quot;The aspect ratio of our new jersey textures is 0.5, meaning the width is half the size of the height. Our textures are delivered in the size of 512x1024. Jerseys in other sizes like 256x512 or 1024x2048 for example would work as well. It is good practice to choose a resolution smaller or equal to 512x1024 to not unnecessarily slow down the game since the bigger the texture is the smaller the frame rate becomes. For best compatibility it is also preferable to use resoluti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The aspect ratio of our new jersey textures is 0.5, meaning the width is half the size of the height. Our textures are delivered in the size of 512x1024. Jerseys in other sizes like 256x512 or 1024x2048 for example would work as well. It is good practice to choose a resolution smaller or equal to 512x1024 to not unnecessarily slow down the game since the bigger the texture is the smaller the frame rate becomes. For best compatibility it is also preferable to use resolutions where width and height are a power of two. The image format needs to be the PNG format. Jerseys can be made up of two texture images, a diffuse map and a normal map:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;400&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Diffuse Map.png|1. Diffuse Map&lt;br /&gt;
File:Normal Map.png|2. Normal Map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;The diffuse map represents the colors that a jersey is supposed to have on its surface and the normal map represents the difference in height to show the wrinkles of the jersey or the height of the buttons or the team logo since those things are above the surface of the main jersey fabric. It is also possible to use only a diffuse texture for a jersey without the normal map, but such a jersey will not look as good and as realistic as a jersey that has a normal map as well. Have a look at the following three images:&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Jersey with diffuse and normal map.png|3. Jersey with diffuse and normal map&lt;br /&gt;
File:Jersey without a normal map.png|4. Jersey without a normal map&lt;br /&gt;
File:Jersey with the normal map only.png|Jersey with the normal map only&lt;br /&gt;
&amp;lt;/gallery&amp;gt;As you can see, on image 4 all the shading that is the result of small differences in height are gone when compared to image 3. Image 4 shows only the normal map related shading without the color from the diffuse map.&lt;br /&gt;
&lt;br /&gt;
=== Creating the diffuse map ===&lt;br /&gt;
To create jersey textures you can use an image editing tool like Photoshop or Gimp. To get the positioning of the buttons or the neck piping right, please use the pattern images from this package. In regard to the buttons, there can be three different kinds of jerseys:&lt;br /&gt;
&lt;br /&gt;
* without buttons&lt;br /&gt;
* with equally spaced buttons&lt;br /&gt;
* with unequally spaced buttons to give the team logo more space&lt;br /&gt;
&lt;br /&gt;
Feel free to give the neck piping and buttons the color you like and place them on top of the background layer which should be in the jerseys main color. If you also want to create a normal map for your jersey, be aware that the planket pattern image should only be used for the normal map and not for the diffuse map since it represents a change in height, not a change in color. As you can see on image 6, there is no planket there. The buttons template in contrast should be used for the diffuse map and the normal map as well.&lt;br /&gt;
&lt;br /&gt;
=== Creating the normal map ===&lt;br /&gt;
A normal map is more kind of an endproduct the computer can use for the shading calculation. To create a normal map, a height map is needed first. A height map is simply a greyscale image where darker colors represent lower positions and lighter colors higher positions, have a look at image 7. To create the height map for your jersey, please use the „height_map.png“ template image as your starting point and then place buttons, planket and logos on top of it in your favorite image editor. Such a height map can be converted into a normal map by a large number of tools and plugins for Photoshop for example. But our preferred way to create normal maps from height maps is to use a free tool called &amp;quot;Materialize&amp;quot; with the normal map style set to &amp;quot;Maya style&amp;quot;, see image 8 and with the settings shown in image 9.&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:The height map.png|7. The height map&lt;br /&gt;
File:Maya style for normal maps.png|8. Maya style for normal maps&lt;br /&gt;
File:Normal map creation settings.png|9. Normal map creation settings&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Choosing the Maya style is important since normal maps can be of different formats which all might look correct to the untrained eye but the final result in the game will look wrong when using the wrong format. Buttons for example will then look as if they are popping in instead of popping out or it will look as if the light will come from the wrong direction.&lt;br /&gt;
&lt;br /&gt;
To convert a height map to a normal map using Materialize, you first need to download and extract Materialize to a folder you like. After starting it, first set the file format to PNG and click on &amp;quot;Settings&amp;quot; to choose the Maya style like shown in image 8. Then click on the &amp;quot;O&amp;quot; on the height map element on the top left of the app screen to open your created height map, see image 10.&lt;br /&gt;
[[File:The Materialize window.png|center|thumb|10. The Materialize window]]&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
When you create a normal map in addition to your jerseys diffuse map, please give both files the same name but add the suffix &amp;quot;_d.png&amp;quot; to the file name of your diffuse map and add the suffix &amp;quot;_n.png&amp;quot; to the file name of your normal map. Such a pair of images yould then for example have the names:&lt;br /&gt;
&lt;br /&gt;
* MY_JERSEY_d.png&lt;br /&gt;
* MY_JERSEY_n.png&lt;br /&gt;
&lt;br /&gt;
This is necessary for OOTP&#039;s file loader, which will automatically look for a normal map file that has the same name like the diffuse map but with the &amp;quot;_n.png&amp;quot; suffix instead of the &amp;quot;_d.png&amp;quot; suffix. If filenames are not respecting this convention, the normally will simply not be loaded.&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:The_Materialize_window.png&amp;diff=336</id>
		<title>File:The Materialize window.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:The_Materialize_window.png&amp;diff=336"/>
		<updated>2024-08-12T21:43:34Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Materialize window&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Normal_map_creation_settings.png&amp;diff=335</id>
		<title>File:Normal map creation settings.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Normal_map_creation_settings.png&amp;diff=335"/>
		<updated>2024-08-12T21:40:08Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normal map creation settings&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Maya_style_for_normal_maps.png&amp;diff=334</id>
		<title>File:Maya style for normal maps.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Maya_style_for_normal_maps.png&amp;diff=334"/>
		<updated>2024-08-12T21:39:48Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maya style for normal maps&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:The_height_map.png&amp;diff=333</id>
		<title>File:The height map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:The_height_map.png&amp;diff=333"/>
		<updated>2024-08-12T21:39:14Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The height map&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Jersey_with_the_normal_map_only.png&amp;diff=332</id>
		<title>File:Jersey with the normal map only.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Jersey_with_the_normal_map_only.png&amp;diff=332"/>
		<updated>2024-08-12T21:33:46Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jersey with the normal map only&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Jersey_without_a_normal_map.png&amp;diff=331</id>
		<title>File:Jersey without a normal map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Jersey_without_a_normal_map.png&amp;diff=331"/>
		<updated>2024-08-12T21:33:10Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jersey without a normal map&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Jersey_with_diffuse_and_normal_map.png&amp;diff=330</id>
		<title>File:Jersey with diffuse and normal map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Jersey_with_diffuse_and_normal_map.png&amp;diff=330"/>
		<updated>2024-08-12T21:32:29Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jersey with diffuse and normal map&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Normal_Map.png&amp;diff=329</id>
		<title>File:Normal Map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Normal_Map.png&amp;diff=329"/>
		<updated>2024-08-12T21:22:56Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of a jersey normal map.&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Diffuse_Map.png&amp;diff=328</id>
		<title>File:Diffuse Map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Diffuse_Map.png&amp;diff=328"/>
		<updated>2024-08-12T21:21:43Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of a jersey diffuse map.&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=327</id>
		<title>OOTP Baseball:Customizing OOTP</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=327"/>
		<updated>2024-08-12T21:15:09Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}&lt;br /&gt;
* [[OOTP 25:Customizing OOTP/OOTP Uniform Creator|OOTP Uniform Creator]]&lt;br /&gt;
* [[OOTP 25:Customizing OOTP/Creating Custom Facegens|Creating Custom Facegens]]&lt;br /&gt;
* [[OOTP 25:Customizing OOTP/Creating Custom Skyboxes|Creating Custom Skyboxes]]&lt;br /&gt;
* [[Creating Normal Maps for jerseys]]&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=326</id>
		<title>OOTP Baseball:Customizing OOTP</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=326"/>
		<updated>2024-08-12T21:14:54Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}&lt;br /&gt;
* [[OOTP 25:Customizing OOTP/OOTP Uniform Creator|OOTP Uniform Creator]]&lt;br /&gt;
* [[OOTP 25:Customizing OOTP/Creating Custom Facegens|Creating Custom Facegens]]&lt;br /&gt;
* [[OOTP 25:Customizing OOTP/Creating Custom Skyboxes|Creating Custom Skyboxes]]&lt;br /&gt;
* Creating Normal Maps for jerseys&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Custom_Skyboxes&amp;diff=325</id>
		<title>OOTP Baseball:Customizing OOTP/Creating Custom Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Creating_Custom_Skyboxes&amp;diff=325"/>
		<updated>2024-08-12T21:08:00Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: cleaned up line breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;1.&#039;&#039;&#039; &#039;&#039;&#039;Locating Skybox imagery online (easiest?)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. It&#039;s quick and easy and involves no &#039;real work&#039;. Finding images suitable for skyboxing is easy. Google for &#039;360 panorama&#039; and you&#039;ll find more than a few sites with a copious supply of HDRI files. That&#039;s one basic term used for a 360° panoramic image that you can use for a skybox. Some of these sites even allow the images for non- commercial use. That&#039;s how I started out. First warning: DON&#039;T get one of those cross shaped images. They work great if you&#039;re willing to master 3d programs...but they won&#039;t work at all with these methods.&lt;br /&gt;
&lt;br /&gt;
What I&#039;ve learned, because that&#039;s where I got my first images, is that many of the &#039;free&#039; images are not the highest resolution. They&#039;re OK for practicing with, but I strongly urge you to not settle for less than 10,000x5,000 pixel images. Accept nothing less than 8,000x4,000 for finish work. By the way, it is ESSENTIAL that your image maintain the 2:1 ratio.[[File:GPTempDownload 7.jpg|thumb|Sample HDRI file]]&lt;br /&gt;
&lt;br /&gt;
Most HDRI files look something like this. Don&#039;t worry about the visual distortion, it&#039;s necessary. Another thing I&#039;ve learned is that none of these people had stadium backdrops in their mind when photographing (duh?). As a result, you&#039;ll run into one of the biggest issues I did—scale. Now, if you don&#039;t care that the birch sapling in the picture is suddenly taller than Dodger Stadium&#039;s back wall, or that the Yugo looks like it could seat Godzilla with ample headroom, no problem.&lt;br /&gt;
&lt;br /&gt;
The other issue with the substance of the images is of course, you&#039;re at the provider&#039;s mercy for the nature of the photo. You can&#039;t yet go out and search for &#039;suburban Milwaukee business area&#039; and get an acceptable result. NOT...GONNA...HAPPEN.&lt;br /&gt;
&lt;br /&gt;
B. There are copyright issues...tread lightly and be wise. Some of these folk are perfectly OK with non-commercial use of their work. Some aren&#039;t. You want free? Be cautious. The last thing any of us want is a cease-and-desist letter...or worse a civil suit.&lt;br /&gt;
&lt;br /&gt;
C. &#039;&#039;&#039;&amp;lt;u&amp;gt;Make SURE they&#039;re in JPG format!!!&amp;lt;/u&amp;gt;&#039;&#039;&#039; Go forth and download... ... ... Got your images downloaded? Ready to create your skybox? Oh, you thought you weren&#039;t going to have to get your fingers dirty? Guess again. Here&#039;s your shopping list...mostly platform dependent:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Total cost of software: $0&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All platforms:&#039;&#039;&#039; grab a copy of Source Skybox Converter at http://www.victorkarp.com It&#039;s free, and works very well in blender 2.79&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows users:&#039;&#039;&#039; There&#039;s a great, free program called [https://cubethesphere.software.informer.com/1.0/ CubeTheSphere]. It&#039;s light on documentation, but pretty simple to use. If you&#039;re more technically minded, grab a copy of blender 2.79b—it&#039;s free. DON&#039;T use any version beyond that for this purpose...not because it&#039;s bad software, but because it won&#039;t work with the tools I utilize. You&#039;ll also need an program to convert jpg images to webp images. Windows users...suggeest one in the comments please.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mac Users:&#039;&#039;&#039; If you run a Windows emulator (I use Virtual Box and Windows 10 for those few nettlesome things you can&#039;t find on a Mac, you can follow the Windows instructions. The easier way in my opinion...download blender 2,79b (see the caveat in the Windows section) and a program called Webponize. Both are free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linux users:&#039;&#039;&#039; I&#039;m sorry, I don&#039;t know enough about Linux to offer intelligent advice. If the blender method doesn&#039;t work for you, you&#039;re on your own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Creating your own from scratch (BEST WAY)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. You don&#039;t need an expensive 3d camera. I&#039;m sure they&#039;re quite nice, but if you&#039;re like me, and don&#039;t have a pile of cash laying about to throw down on a decent 3d camera, there&#039;s a better way. You see, most of those 3d cameras at the lower/ middle range will only net you an 8,000x4,000 image...the bare minimum acceptable as far as I&#039;m concerned. My iPhone can wallop that...11,264x5632. I&#039;m betting Android users with higher end phones can at least match that. You need an iPhone...or Android phone, and probably have one anyway. Yes, by the way, I&#039;m an Apple guy...deal with it.[[File:Output 15.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
I&#039;d strongly recommend a solid tripod. You can take these pictures by hand, but you need to be extremely steady to avoid images with a broken horizon. Zoom the pic above to see what I mean. I use the [https://www.amazon.com/gp/&amp;amp;#x20;product/B07DC48V5H/ref=ppx_yo_dt_b_asin_title_o07_s00?&amp;amp;#x20;ie=UTF8&amp;amp;psc=1 Geekoto]. It&#039;s $79.99 and a very versatile and sturdy product. You&#039;ll find lots of non-sky box times to use this as well. I&#039;d also recommend a nice phone mount to go with that. Mine is found [https://www.bestbuy.com/site/joby-griptight-mount-&amp;amp;#x20;pro-holder-for-smartphone/5120800.p?skuId=5120800 here] at the Amazon Showroom Store, I mean Best Buy. The Joby is great and runs about $30.&lt;br /&gt;
&lt;br /&gt;
Neither of these is essential, but makes life much more comfortable and will eliminate many problems.&lt;br /&gt;
&lt;br /&gt;
B. Software needed is cheaper than you&#039;d believe. Go to your App Store and download a copy of Google Street View (henceforth GSV). DON&#039;T accept the option to be a local guide, because you give Google ownership of your images at that point. They make enough money as it is. It&#039;s...FREE!!! GSV allows you to take your own 360° panoramic images on your phone. Each one requires a series of 40-some photos that get stitched together by the software. It sounds daunting. It isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Transfer the pictures from your phone to your computer. GSV names all the files as &#039;output&#039; plus a number .jpg, at least on the iPhone. Good photography practices are a help as well. Level your horizons, rule of thirds, blah-blah-blah. As I&#039;ve discovered, scaling stadiums to your image is not viable, so it&#039;s best to scale your image to the model. Try to choose large, open areas. Absolutely avoid fences or wires if you can. Regular, repeating patterns in the images tend to screw up the stitching process and you get all sorts of odd distortions in your imagery. Guard rails are another problem causer, as are telephone/ electric lines. Often, the lines don&#039;t harm the rest of your image...but fences and guardrails are a disaster zone. Water is problematic as well.[[File:Old 76 &amp;amp; South Branch.jpg|thumb|Broken guard rail effect]]&lt;br /&gt;
&lt;br /&gt;
Guard rails and fences often end up like this. Try to avoid having recognizable faces or license plates in your images—people don&#039;t like being &#039;made famous&#039;. GSV can blur them for you. Water will cause glitches in your horizons, especially if the waves are moving at a good clip. Darkness is certain to result in a grainier picture...that&#039;s not Google&#039;s fault, just a limitation of phone photography. Maybe some clever photoshop guru can give us day to night tips?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Making the actual skybox in Windows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Process&lt;br /&gt;
&lt;br /&gt;
1. With cube the sphere&lt;br /&gt;
&lt;br /&gt;
# Open your image.&lt;br /&gt;
# The menus are pretty self explanatory.&lt;br /&gt;
&lt;br /&gt;
2. With blender&lt;br /&gt;
&lt;br /&gt;
Read the Mac description below. So far as I know, blender works the same in both platforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Making the actual skybox in Mac&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Process&lt;br /&gt;
&lt;br /&gt;
# Open Source Skybox Converter. You should see this:&lt;br /&gt;
# Use the Open button in the orange box to import your HDRI image. You should see this when your image is opened.&lt;br /&gt;
# Use the Z button in the green box to adjust the rotation of your image. The leftmost panel ends up approximately from CF towards 1b, the rightmost from CF to 3b. The primary seam in your skybox, and the place to pay most attention to therefor, is the seam over CF. If it looks OK there, you can hide your mistakes behind the stadium...nobody&#039;s going to look there.&lt;br /&gt;
# Adjust the origin of your lighting (the sun?) in the box pointed at here.&lt;br /&gt;
# Use the red box to control the strength of your lighting. Sometimes, brightening a picture, or dimming it, can dramatically improve your look. Be careful not to over or under expose your picture.&lt;br /&gt;
# Set your dimensions in the leftmost box. X and Y MUST be the same, or very bad things happen to your image in the end.&lt;br /&gt;
# Choose your image format. JPG is the best choice, and set your image quality to 100%. You can also choose your destination folder in this region.&lt;br /&gt;
# See that button labelled &#039;Animation&#039; in the next box to the right? Click it. You&#039;ll see 6 images flash (depending on the speed of your computer) rapidly across the screen. The dirty work? It&#039;s done.&lt;br /&gt;
# Open your output folder, and you should see 6 images labelled skybox0000.jpg to skybox0005.jpg. Rename the images as follows&lt;br /&gt;
#* skybox0000.jpg becomes xn.jpg&lt;br /&gt;
#* skybox0001.jpg becomes zp.jpg&lt;br /&gt;
#* skybox0002.jpg becomes xp.jpg&lt;br /&gt;
#* skybox0003.jpg becomes zn.jpg&lt;br /&gt;
#* skybox0004.jpg becomes yp.jpg&lt;br /&gt;
#* skybox0005.jpg becomes yn.jpg&lt;br /&gt;
# Use Webponize or the program of your choice to convert the jpg&#039;s into webp image files. You can delete or archive the 6 created jpg&#039;s at this point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Using the box in OOTP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A. Other&#039;s models&lt;br /&gt;
&lt;br /&gt;
# Drop the sky_box_day and sky_box_night folders into your stadium model&#039;s folder.&lt;br /&gt;
# Go back to OOTP and reload your model.  If all is well, your skybox will be present.  Verify day and night&lt;br /&gt;
# If your 3d model has a background image, as many do, you&#039;ll need to load the model into your favorite 3d program and eliminate said background if you don&#039;t like the combination of skybox and background. Alternatively, you can erase the image from inside the .png file and save it as an empty shell.&lt;br /&gt;
&lt;br /&gt;
Congratulations...you&#039;re done!&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/OOTP_Uniform_Creator&amp;diff=281</id>
		<title>OOTP Baseball:Customizing OOTP/OOTP Uniform Creator</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/OOTP_Uniform_Creator&amp;diff=281"/>
		<updated>2024-07-26T15:37:44Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: /* OOTP Uniform Creator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;OOTP Uniform Creator&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OOTP Uniform Creator is a third-party tool allowing users to create full uniform sets (currently jerseys, caps, fonts, and socks) without the need for any image editing software.&lt;br /&gt;
[[File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif|thumb]]&lt;br /&gt;
Details about the installation and usage of the OOTP Uniform Maker can be found in the following threads on the OOTP Forums:&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=336503 (this is the main thread located in the Mods forum)&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=345028 (this thread was stickied in the OOTP 24 forums and does not get much attention these days)&lt;br /&gt;
&lt;br /&gt;
Source code and binaries for Windows, macOS and Linux are available at https://github.com/eriqjaffe/OOTP-Uniform-Maker&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=280</id>
		<title>OOTP Baseball:Customizing OOTP</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP&amp;diff=280"/>
		<updated>2024-07-26T15:37:14Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: Created page with &amp;quot;OOTP Uniform Creator&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[OOTP Uniform Creator]]&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/OOTP_Uniform_Creator&amp;diff=279</id>
		<title>OOTP Baseball:Customizing OOTP/OOTP Uniform Creator</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/OOTP_Uniform_Creator&amp;diff=279"/>
		<updated>2024-07-26T15:36:49Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;OOTP Uniform Creator&amp;#039;&amp;#039;&amp;#039; ==   The OOTP Uniform Creator is a third-party tool allowing users to create full uniform sets (currently jerseys, caps, fonts, and socks) without the need for any image editing software. thumb Details about the installation and usage of the OOTP Uni...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;OOTP Uniform Creator&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The OOTP Uniform Creator is a third-party tool allowing users to create full uniform sets (currently jerseys, caps, fonts, and socks) without the need for any image editing software.&lt;br /&gt;
[[index.php?title=File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif|link=https://wiki.ootpdevelopments.com/File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif|thumb]]&lt;br /&gt;
Details about the installation and usage of the OOTP Uniform Maker can be found in the following threads on the OOTP Forums:&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=336503 (this is the main thread located in the Mods forum)&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=345028 (this thread was stickied in the OOTP 24 forums and does not get much attention these days)&lt;br /&gt;
&lt;br /&gt;
Source code and binaries for Windows, macOS and Linux are available at https://github.com/eriqjaffe/OOTP-Uniform-Maker&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Tools_and_Utilities&amp;diff=278</id>
		<title>OOTP Baseball:Tools and Utilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Tools_and_Utilities&amp;diff=278"/>
		<updated>2024-07-26T15:36:33Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: /* OOTP Uniform Creator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[OOTP Uniform Creator]]&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Tools_and_Utilities&amp;diff=277</id>
		<title>OOTP Baseball:Tools and Utilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Tools_and_Utilities&amp;diff=277"/>
		<updated>2024-07-26T15:35:48Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: Created page for OOTP Uniform Creator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;OOTP Uniform Creator&#039;&#039;&#039; ==&lt;br /&gt;
The OOTP Uniform Creator is a third-party tool allowing users to create full uniform sets (currently jerseys, caps, fonts, and socks) without the need for any image editing software.&lt;br /&gt;
[[File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif|thumb]]&lt;br /&gt;
Details about the installation and usage of the OOTP Uniform Maker can be found in the following threads on the OOTP Forums:&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=336503 (this is the main thread located in the Mods forum)&lt;br /&gt;
&lt;br /&gt;
https://forums.ootpdevelopments.com/showthread.php?t=345028 (this thread was stickied in the OOTP 24 forums and does not get much attention these days)&lt;br /&gt;
&lt;br /&gt;
Source code and binaries for Windows, macOS and Linux are available at https://github.com/eriqjaffe/OOTP-Uniform-Maker&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif&amp;diff=276</id>
		<title>File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:68747470733a2f2f696d6775722e636f6d2f4c576443624d422e676966.gif&amp;diff=276"/>
		<updated>2024-07-26T15:32:27Z</updated>

		<summary type="html">&lt;p&gt;Eriqjaffe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animated GIF of the OOTP Uniform Creator&lt;/div&gt;</summary>
		<author><name>Eriqjaffe</name></author>
	</entry>
</feed>