Broken Running Numbers

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Re: Broken Running Numbers

Unread postby buzz456 » Tue Sep 23, 2014 8:51 pm

98,
Check your PM.


Spanky,if it makes sense to him I'll post it here.
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Re: Broken Running Numbers

Unread postby HankySpanky » Tue Sep 23, 2014 10:14 pm

Thanks. Just curious if I was even close on how to do it the right way. *!embar*!
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Re: Broken Running Numbers

Unread postby buzz456 » Tue Sep 23, 2014 10:18 pm

HankySpanky wrote:Thanks. Just curious if I was even close on how to do it the right way. *!embar*!


Is there a right way??? !**duh*!! !!det!!
!*lho*!
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Re: Broken Running Numbers

Unread postby TheRailfan98 » Tue Sep 23, 2014 11:07 pm

Buzz's method worked perfectly !!*ok*!! The numbers finally show up correctly! I want to thank all of you gents for your help!

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Should be sending off to the file library tomorrow if anyone is interested.

Thanks again!
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Re: Broken Running Numbers

Unread postby buzz456 » Wed Sep 24, 2014 8:47 am

Here is what we did:
OK here you go. First you have to take the number_x_futura-black.TgPcDx file and put it into the CP\RailVehicles\Freight\Numbers folder. You do this by taking any number copy it to somewhere and rename it x. Then make it black with a black alpha thereby making it fully transparent.
Then put the decal_primarynumber_4.TgPcDx and decal_primarynumber_5.TgPcDx files into your (whateveryou callit)-Hopper.....textures folder. Do the same to any numbers you want to disappear (black and black) and now you will have them also transparent.

I included the PotasHHopper_car1_nmbr.dcsv file so you can see how the numbers need to be presented. You can use any four digit set you want as long as you put the x's in the right place. The x file is a transparent file as is the 4 and 5 so they just fill the space and you see the body of the paint, Let me know if you have any problems either here or on the forum. If it doesn't work you may have to make the .ap into a .ap.xxx so RW doesn't try to read it. I didn't test that.

Also with numbers you usually have to delete the car and reload it when you change numbers since the scenario usually saves the car numbers from before.
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Re: Broken Running Numbers

Unread postby HankySpanky » Wed Sep 24, 2014 1:38 pm

Buzz - your solution would be a nice item to add to the file library. Having a "blank" number decal could be useful for some.

98 - Looks real nice! Maybe add second one that's weathered and worn would be even nicer. !*brav*!
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Re: Broken Running Numbers

Unread postby TheRailfan98 » Wed Sep 24, 2014 9:22 pm

I might try it, I'm not the best at weathering, but I could still give it a go !!det!!

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Re: Broken Running Numbers

Unread postby buzz456 » Wed Sep 24, 2014 9:29 pm

If you put it out there I would be most happy to weather it for you.
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Re: Broken Running Numbers

Unread postby MadMike1024 » Mon Sep 29, 2014 10:48 pm

HankySpanky wrote:Beat me to it Buzz - how do you do it so we all know?


Another option that doesn't require edits of the .Geo file. Create a new number called # and make it a full alpha masked character. It will be transparent on the model.

Find the digits.bin in the textures folder, open it in RW_Tools, and change all the folder calls to your own folder. Then copy the last entry block (usually 9) inert a return at the end of the last entry, then copy the #9 info there. Make sure you have no spaces. change the 9 to # in two places. Save the file.
Original example: (last full entry)
Code: Select all
       <cNamedTextureSetBlueprint-sTextureEntry d:id="15070888">
               <TextureName d:type="cDeltaString">9</TextureName>
               <TextureID d:type="cDeltaString">Britkits\EMD\RailVehicles\Diesel\E7\Default\Engine\Textures\[00]number_9</TextureID>
            </cNamedTextureSetBlueprint-sTextureEntry>
         </TextureEntry>
      </cNamedTextureSetBlueprint>
   </Blueprint>
</cBlueprintLoader>

Finished code:
Code: Select all
               <cNamedTextureSetBlueprint-sTextureEntry d:id="15070888">
               <TextureName d:type="cDeltaString">9</TextureName>
               <TextureID d:type="cDeltaString">Britkits\EMD\RailVehicles\Diesel\E7\Default\Engine\Textures\[00]number_9</TextureID>
         </cNamedTextureSetBlueprint-sTextureEntry>      
                        <cNamedTextureSetBlueprint-sTextureEntry d:id="15070899"> Note: change this to another value
               <TextureName d:type="cDeltaString">#</TextureName>
               <TextureID d:type="cDeltaString">Britkits\EMD\RailVehicles\Diesel\E7\Default\Engine\Textures\[00]number_#</TextureID>
            </cNamedTextureSetBlueprint-sTextureEntry>
              </cNamedTextureSetBlueprint>
                 </TextureEntry>
   </Blueprint>
</cBlueprintLoader>


Now, fix up your .dscv file like so - #9065# to center, ##9065 offsets right, and 9065## offsets left. Another nice one: If the car has a vertical rib, you can do this - 90##65.

It is a pain to start, but once you've created the blank, it's easy to set up.
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