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Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 4:21 pm
by TheRailfan98
Greetings!

I've been working on a repaint of the Canadian Mountain Passes CanPotash hopper into the PotashCorp orange livery. It's basically done except for one problem...the running numbers aren't working. The repaint works fine in game in every other aspect. here is an image of the repaint next to the original:

Image

As you can see the numbers work fine on the original. Also the new numbers are being applied to the repaint as shown on the right, the textures simply aren't showing. Could it be that I'm changing from 6 digits to 4 digits, or is there another problem?

Thanks for any help,
Brandon :D

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 6:40 pm
by buzz456
I hate this numbers stuff. What are you trying to do? Are you still using the default numbers or what?

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 6:44 pm
by Antwerp
TheRailfan98 wrote:Could it be that I'm changing from 6 digits to 4 digits, or is there another problem?


I see this is post Number 1 for you so welcome aboard! !*cheers*!

I've had similar issue with this as well. Only I try to change Engine Numbers from 4 to 3 Digits or 3 to 4 Digits and have the same result. It's all in the coding of the numbers file I guess. I'll take a look at it and see If there is a reasonable fix.

Try putting a 6 Digit Number on the Orange Car and see what happens. If the numbers show up then it's a common issue with number changing, if they still don't show up at all then it's a greater problem.

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 7:06 pm
by buzz456
Where are the darn things anyway?

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 7:22 pm
by Antwerp
buzz456 wrote:Where are the darn things anyway?


Number File?

Should be in the Engine Folder and it's a DCSV File.

For Freight Cars it's just in the car's folder.

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 8:04 pm
by TheRailfan98
Buzz, I changed all the numbers in the DCSV file of the repaint to the correct number range for this car, as of now the textures are the only issue although I do have it directed to the correct file for the textures. Antwerp is correct that the DCSV is located within the freight car's main folder.

Antwerp, thanks for the welcome! I will try adding a 6 digit number and see if that works.

-Brandon

EDIT: I found the culprit, I tried inputting a 6 digit number and the numbers showed up fine. Now might I ask if there is a solution to making this work with 4 digits? (The Canadian Mountain Passes cars use numbers from their own folder in the "Freight" folder named "Numbers" which includes 2 bin files with textures for the fonts, named "Numbers-CPWX-white.bin" and "Numbers-Future-Black.bin")

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 9:44 pm
by buzz456
What I meant was where are the cars?

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 9:50 pm
by TheRailfan98
If you mean the original car it's from the Canadian Mountain Passes DLC. It's located in Assets\JL\CP\RailVehicles\Freight\Potash-Hopper (RailVehicles is located within the .ap file in the CP folder; my repaint is located in the Potash-Hopper folder along with the Default). I apologize if I keep answering the wrong question. !**duh*!!

-Brandon

Re: Broken Running Numbers

Unread postPosted: Mon Sep 22, 2014 9:57 pm
by buzz456
Ahh hah. JL I had forgotten that. !**duh*!!

Re: Broken Running Numbers

Unread postPosted: Tue Sep 23, 2014 8:32 am
by buzz456
After messing with this for hours last night until my eyes crossed trying to figure out why changes I was making were not changing anything I discovered that the dern game was reading the .ap file. Only after I .xxx suffix it did I start to make progress. Have you got this figured out or do you want me to pursue this some more?

Re: Broken Running Numbers

Unread postPosted: Tue Sep 23, 2014 5:13 pm
by HankySpanky
There is a setting in the .geo file that needs to be addressed. It is called primarydigits_x where x is the number of digits in the running number.

Re: Broken Running Numbers

Unread postPosted: Tue Sep 23, 2014 6:12 pm
by TheRailfan98
Buzz, if you don't mind looking into this more I'd really appreciate it! I know you're probably busy with other things so please take your time !*salute*!

Hanky, I opened up the .geo file for the potash hopper in RWTools and I found that line and changed it from 6 to 4. A little progress, as the number textures DO show up although the first 2 numbers are just plain grey squares while the last 4 digits show properly. So in other words all 6 digits are still there but the first two aren't reading textures.

I was hoping to possibly release this so if there is no way to fix these numbers without editing the geo file I guess I could adapt the numbering range to 6 digits. If it is even possible to do so, I will greatly appreciate it if anyone knows how.

-Brandon

Re: Broken Running Numbers

Unread postPosted: Tue Sep 23, 2014 8:28 pm
by buzz456
Here you go. Give me a bit and I'll send you a PM with a how to and a couple of files so you don't have to make them again.

canpotash.jpg

Re: Broken Running Numbers

Unread postPosted: Tue Sep 23, 2014 8:47 pm
by HankySpanky
That's about all I can safely help you with. I messed around with this same issue but could only fix it with a hack job. Maybe you'll be able to do better.

Here is what I found. Clearly we need a texture that is simply transparent and is input as a space. That would be the simplest way. But because we don't have that option, what I realized was that the .geo was still allocating a physical location for the all the digits (in your case 6), even though you told the program you only want 4. So if you look a little further up in the .geo file you will see 6 occurrences of:

<TextureByName>
<e d:type="cDeltaString">textures\[00]decal_primarynumber_x</e> where x = 0 through 5. These are the positions of the digits in the number. What I ended up doing was replacing the texture "primarynumber_x" with the same texture that the surface of the train has. It sounds confusing but if you follow the following thread it should clarify it.

viewtopic.php?f=29&t=12113

You may be able to replace primarynumber_0 and primarynumber_5 with the train texture and input your DCSV numbers in primarynumber_1 through 4. You'll just have to mess around with it.

-or- wait to see if Buzz can come up with the right way to do it.

Re: Broken Running Numbers

Unread postPosted: Tue Sep 23, 2014 8:48 pm
by HankySpanky
Beat me to it Buzz - how do you do it so we all know?