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GP20 Numbering

Unread postPosted: Fri Nov 14, 2014 7:09 pm
by Nitsujy12345
I have this problem with a few repaints I tried making. I never figured it out, and since it happened again, I thought I better see what everyone else knows about it.

(This is only after changing the number texture so numbers dont show on long hood) No matter what number I set, the last two numbers are 1 and 0. Its like the 3210 number thing, except the numbers are showing up only on the numberboards and the 3 and 2 are the correct numbers as they should be. So I am trying to make York Railway Company's GP16's onto GP20's because it is the closest thing. It's number is 1600, but it shows as 1610 on the number boards:
autonumber forum.jpg

(Note, there is also some weird lines showing around the numbers that show up with the numbers, too. Those are not supposed to be there.
I don't know how to fix it, I tried swapping out the number XML with a different locomotive and I still have the same problem. Does anyone have a fix?

Re: GP20 Numbering

Unread postPosted: Fri Nov 14, 2014 8:41 pm
by buzz456
Do you know about the dcvs file and what it does? Also do you have the digits bin file in the textures folder looking at the right numbers?

Re: GP20 Numbering

Unread postPosted: Sat Nov 15, 2014 11:06 am
by Nitsujy12345
buzz456 wrote:Do you know about the dcvs file and what it does? Also do you have the digits bin file in the textures folder looking at the right numbers?


For what I know, the DCVS file is just the file that tells the model what numbers to place on the train.
This is what my DCVS file looks like (except the lines that are moved out to the right do not appear on the forum, they are there as they should be indented out)

<?xml version="1.0" encoding="utf-8"?>
<cCSVArray xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0" d:id="1">
<CSVItem>
<cCSVItem d:id="2">
<X d:type="sFloat32">0</X>
<Y d:type="sFloat32">0</Y>
<Name d:type="cDeltaString">1600</Name>
</cCSVItem>
</CSVItem>
</cCSVArray>





And this is the digit bin file:

<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
<Blueprint>
<cNamedTextureSetBlueprint>
<Name d:type="cDeltaString">GP20UP_Digits</Name>
<TextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22168">
<TextureName d:type="cDeltaString">0</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_0</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22171">
<TextureName d:type="cDeltaString">1</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_1</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22174">
<TextureName d:type="cDeltaString">2</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_2</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22177">
<TextureName d:type="cDeltaString">3</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_3</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22180">
<TextureName d:type="cDeltaString">4</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_4</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22183">
<TextureName d:type="cDeltaString">5</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_5</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22186">
<TextureName d:type="cDeltaString">6</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_6</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22189">
<TextureName d:type="cDeltaString">7</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_7</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22192">
<TextureName d:type="cDeltaString">8</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_8</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="22195">
<TextureName d:type="cDeltaString">9</TextureName>
<TextureID d:type="cDeltaString">Reppo\Gp20PackBN\RailVehicles\Diesel\YRC1600\Textures\Numbers\[00]primarynumber_9</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
</TextureEntry>
</cNamedTextureSetBlueprint>
</Blueprint>
</cBlueprintLoader>

Re: GP20 Numbering

Unread postPosted: Sat Nov 15, 2014 12:50 pm
by buzz456
That looks OK as long as you have the right instructions in the engine bin file. I have been fooled many times trying to change numbers by the fact that the number gets to be part of the scenario after once placed. To get the number to change you have to delete the engine from wherever you have it, exit the game and then start again and place the engine in game. Only then will the number change.

Re: GP20 Numbering

Unread postPosted: Sat Nov 15, 2014 8:05 pm
by Nitsujy12345
buzz456 wrote: To get the number to change you have to delete the engine from wherever you have it, exit the game and then start again and place the engine in game. Only then will the number change.

That is one thing that I actually knew. Each time I change anything other than a .TgPcDx file I restart the game. I don't know how this happened, but I kept copying the original number textures and bin files back to my repaint, then kept redoing what I originally was doing. The first time I did that, the number problem fixed, but for whatever reason 2,3,4,5,7,8, and 9 showed up on the long hood and 0,1, and 6 did not. I copied over again, it works fine now.

Re: GP20 Numbering

Unread postPosted: Sat Nov 15, 2014 8:20 pm
by buzz456
That's about the way I get the darn numbers to work also. I spend more time getting the numbers to work than painting sometimes. !*roll-laugh*! !*roll-laugh*!