ARN Script

jameswiggin

New member
So, I attempted to add ARN to a locomotive today that doesn't use it and I added the fx_loco.gs to the config and the class "FX_Loco" along with the KUID for arn_lib. Final step was the low_number and high_number index which Im fairly certain I did proper. When I load into surveyor and place a loco its just as it would be still without ARN, it needs a number assigned to it. Am I missing something or do something incorrectly?
 
First, The locomotive mesh needs to have the textures. These are where the numbers are displayed in trainz. Without these the rest wont work. it is possible to add a extra mesh, but that is another discussion.
If you are able to use Pevs Mesh viewer you can see if it has them. The textures will usually be labeled "digit_3x.texture" through "digit_7x.texture". x= a,b,c, etc.
Second, The config needs this added to it:
Code:
script                                      "fx_loco"
class                                      "FX_Loco"

fonts                                   5
fonts-path                              "mesh"
Code:
extensions
extensions
   {
            arn_data-47907
     {
   number_low         "5500"
   number_high         "5559"
     }
 }

OR(if you use the script file from Jointed rail.)

extensions
{
  number_low                            "271"
  number_high                           "468"
}
The arn_data- entry is YOUR Kuid number.

You will also need a folder in the Main folder of the loco named xxx_alpha_numbers. This is the fonts-path from above.
If the folder is called mesh_alpha_numbers then the config entry will be as above.
The mesh_alpha_numbers folder contains the numbers that will be on the loco in trainz.

I have been doing this very thing this weekend. It can be frustrating.
I provide this information with the knowledge that some or all may be incorrect.
Hope this helps.
Kenny
 
Last edited:
I'll give it a try and 1. 5 fonts? Ive never seen more than 4 in the alpha numbers folder and 2. the loco I was trying to do this with has the ability to give it a running number in game without painting it out so this means it contains the mesh, correct?

From what I can see, the only thing I left out was the ARN_data in the extensions.
 
My apologies. It may be 3. The locomotive I am working with had 5. Your are right that most use 3.
I do believe that if you can specify a running number in trainz then you should be able to get it to use arn.
Kenny
 
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