adding route textures to the MN bombardier M7A

jamal17

Subways and railroads
I want to know how add destination textures to the MN Bombardier M7A so it can have changeable destinations in the interior on top of the exit and the exterior by the window
 
I want to know how add destination textures to the MN Bombardier M7A so it can have changeable destinations in the interior on top of the exit and the exterior by the window

This might have to be done through some kind of attachment because the destination signs are an animated object.

John
 
G'day Subway7695,

...that may well be the case but it is totally irrelevant to the question at hand...


G'day jamal17,

The best program to add attachment points to an already released asset is PEV's "Attachment Maker", which may be obtained from here...

http://www.members.optusnet.com.au/~villaump/pevsoft.htm

...but bear in mind, if the asset uses andi06's Superscript, the 'destinations' are able to be inputted from the 'Properties Dialogue Box' of the asset (by pressing the "?" icon), without a need to resort to "Attachment Maker"...

Jerker {:)}
 
i have all of his tools, but when it comes down to adding the rollsign/destination texture attachment to the train how exactly do i do it?
 
A good example of how user selectable destination signs are implemented can be found in NYCTA R46B Subway car,<kuid:58843:324>. The kuid includes a script named controls.gs which provides control to display the various destination signs. Controls.gs checks the kuid-table in the config.txt file for a tag named skins. The kuid-table includes this line:
skins <kuid:58843:1052>
The skins kuid is listed as R46 Route Textures,<kuid:58843:1052> which lists the 17 posible destination signs.
The mesh file for this subway car is r46b_body.im which has a texture named route.tga applied to the mesh, Route.tga is the default route sign on the side of the subway car. The config.txt file has a mesh-table that includes the following:
Code:
  effects
    {
      skin
      {
        kind                            "texture-replacement"
        texture                         "route.texture"
      }
    }

which causes the destination sign selected from the skin reference to replace the route.tga default.
That should be clear as mud.:p

Bob Weber
 
Route textures do not use attachment points. They are added to the mesh by using the label "route.texture" and in this case, another KUID would be able to change the textures.

Animated route textures would require animation to the body mesh, like on Magicland's R46 GOH. Using the same technique I mentioned above, only in this case, the body mesh is animated around the LCD/LED screens, and will display the different signs. Since the M7 wasn't built with animated route textures in mind, they cannot be implemented.

You would need to contact the original author and see if he can add them, or ask his permission to modify the mesh, if he gives it to you, and then you will have to make, and animate the screens in Gmax or 3DS Max.
 
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