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Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 4:05 pm
by nosloptrianman
Please, Please, Please!!
Surely there is someone out there who would be willing to help me understand using the Portable Numbering system for repaints?
I have some very nice looking repaints done and some I would love to do, IF, I could get some assistance with relocating the numbers.
I have included one screenshot of a reskin that I cannot complete due to not being able to add the numbers on the cupola as they "reverse" themselves when painted directly on the reskin.
I have many reskins in mind but cannot proceed unless I add the numbers individually and make one car for each number AND that only works if the numbers don't reverse themselves.
I have read and read and re-read the information here but it all speaks to me like I am already familiar with the process going in.
Would someone please take a moment and at least get a person started in the right direction.
This has always been such a helpful place to come.
Please someone, at least throw me a bone.
Thanks!
HAPPY INDEPENDENCE DAY!

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 4:33 pm
by PapaXpress
I am on my phone at the moment so copying li.K's is a pain but Kali has a whole thread devoted to this.

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 5:01 pm
by nosloptrianman
Thanks for the quick reply.
Yes, I have read and read and re-read that thread but it speaks to me like I already have a bunch of knowledge to start with.
I have NO IDEA where to begin and it sure seems that thread does not start at the beginning.
I have even downloaded all the attachments that are included with the thread.
Now what?
Scripts and .lua files.
To do what with?
Where or where to start?
Sorry for being such a slow leaner but it seems to be this information takes an awful lot for granted before even starting?
I just don't get it.
This is very frustrating.

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 8:25 pm
by harryadkins
I agree with Greg. It would be great to have a simple, step-by-step tutorial.

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 9:19 pm
by PapaXpress
First off you will need to understand how to add child objects to a model. If you go to my blog and read up on "Got children?" It will give you some basics.

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 9:31 pm
by nosloptrianman
So after reading this I understand I need to add a child object and feel fairly confident I can do that.
What child object do I add and where do I get it from?
I am guessing I add something that holds the space for the numbers?
Looks mighty confusing still.

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 10:08 pm
by nosloptrianman
Too much to comprehend for this old mind.
I will just be sure NOT look at them from THIS end!
Thanks anyway!

Re: Portable Numbering Help

Unread postPosted: Wed Jul 04, 2012 10:55 pm
by PapaXpress
You need to look at Kali's sample caboose, its part of the portable number library.
viewtopic.php?p=36609#p36609

If you look at the caboose bin then you will find a child for each number object (four in total). When using Kali's library I would take several of his files and move them to where you repaint exist. For my SP caboose I did something like this:

PNFolder01.jpg


PNFolder02.jpg


Then when I add the children I reference the NumberArray.bin in my folder, leaving Kali's intact. I did not do this with all his files by Kali's request. If he comes out with an update for the core libraries then I would be able to apply the RWP and not have to mess around with them.

Re: Portable Numbering Help

Unread postPosted: Thu Jul 05, 2012 9:00 am
by nosloptrianman
This just isn't "clicking" for me.
I need a step by step tutorial.
I can repaint with the best of them but when it comes to cutting up and editing these files, I am a loss soul.
Thanks for your patience and willingness to help.
I am going to go drive a train and have some fun WITHOUT a caboose!
Take care.
Greg

Re: Portable Numbering Help

Unread postPosted: Thu Jul 05, 2012 9:57 am
by PapaXpress
I'll see what I can do for a step by step.

Re: Portable Numbering Help

Unread postPosted: Sat Jul 07, 2012 8:46 pm
by nosloptrianman
What part of the .bin file shows the current numbering of the train car?
Or is that only in the GeoPdx file?
I am ready to just make these cars by painting on numbers and calling it good.
I can make the existing numbers transparent.
At least I will have the car numbers where I want it.
Thanks!
Greg

Re: Portable Numbering Help

Unread postPosted: Sat Jul 07, 2012 8:57 pm
by PapaXpress
The numbers come from:
Code: Select all
               <PrimaryNamedTextureSet>
                  <iBlueprintLibrary-cAbsoluteBlueprintID>
                     <BlueprintSetID>
                        <iBlueprintLibrary-cBlueprintSetID>
                           <Provider d:type="cDeltaString">BLLW</Provider>
                           <Product d:type="cDeltaString">Keystone Legends</Product>
                        </iBlueprintLibrary-cBlueprintSetID>
                     </BlueprintSetID>
                     <BlueprintID d:type="cDeltaString">RailVehicles\Freight\Caboose01\Default\Wagon\Textures\Digits_White.xml</BlueprintID>
                  </iBlueprintLibrary-cAbsoluteBlueprintID>
               </PrimaryNamedTextureSet>
               <SecondaryNamedTextureSet>
                  <iBlueprintLibrary-cAbsoluteBlueprintID>
                     <BlueprintSetID>
                        <iBlueprintLibrary-cBlueprintSetID>
                           <Provider d:type="cDeltaString">BLLW</Provider>
                           <Product d:type="cDeltaString">Keystone Legends</Product>
                        </iBlueprintLibrary-cBlueprintSetID>
                     </BlueprintSetID>
                     <BlueprintID d:type="cDeltaString">RailVehicles\Freight\Caboose01\Default\Wagon\Textures\Digits_White.xml</BlueprintID>
                  </iBlueprintLibrary-cAbsoluteBlueprintID>
               </SecondaryNamedTextureSet>


Then you add Kali's numbering as a child object (from your private copy). ANLeft means: Auto Number Left side for me:
Code: Select all
<ContainerComponent>
            <cEntityContainerBlueprint>
               <Children>
                  <cEntityContainerBlueprint-sChild d:id="70897672">
                     <ChildName d:type="cDeltaString">ANLeft</ChildName>
                     <BlueprintID>
                        <iBlueprintLibrary-cAbsoluteBlueprintID>
                           <BlueprintSetID>
                              <iBlueprintLibrary-cBlueprintSetID>
                                 <Provider d:type="cDeltaString">BLLW</Provider>
                                 <Product d:type="cDeltaString">Keystone Legends</Product>
                              </iBlueprintLibrary-cBlueprintSetID>
                           </BlueprintSetID>
                           <BlueprintID d:type="cDeltaString">RailVehicles\Freight\Caboose01\SP_Extras\Numbering\NumberArray.xml</BlueprintID>
                        </iBlueprintLibrary-cAbsoluteBlueprintID>
                     </BlueprintID>
                     <Matrix>
                        <cHcRMatrix4x4>
                           <Element>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F0BF" d:precision="string">-1.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F0BF" d:precision="string">-1.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000606666F63F" d:precision="string">1.4000</e>
                              <e d:type="sFloat32" d:alt_encoding="00000080C2F50040" d:precision="string">2.1200</e>
                              <e d:type="sFloat32" d:alt_encoding="00000000000008C0" d:precision="string">-3.0000</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
                           </Element>
                        </cHcRMatrix4x4>
                     </Matrix>
                  </cEntityContainerBlueprint-sChild>


I added four of these children for the left and right sides, and front and rear.

Re: Portable Numbering Help

Unread postPosted: Sat Jul 07, 2012 9:22 pm
by nosloptrianman
Looks like a challenge.
I will give it a go.
Greg

Re: Portable Numbering Help

Unread postPosted: Sat Jul 07, 2012 9:44 pm
by nosloptrianman
No go.
Appears there are too many ways to skin a cat and I just hit the 9th life of the creature. LOL!
Greg

Re: Portable Numbering Help

Unread postPosted: Sat Jul 07, 2012 11:13 pm
by PapaXpress
Isn't your caboose the same as the example one Kali made? Why not clone it and swap the texture files?

And I can assure you that this cat is not dead. *!!wink!!*