Auto Number Adjustment

okanaganrailfan

New member
First off, I did search both the forum and Google for this and didn't find anything.

I recently repainted Jointed Rails freeware INRD SD60, and its 95% done with the cab numbers and numberboards left. Is it possible to move the numbers, make the numbers bigger and change the font on the cab? I'd also like to change the background color and font color for the numberboards.

I've taken the time and looked at the files associated with the model, with no luck. Is this all attached to the mesh, or is it actually changeable?
 
Most things are associated with the mesh, but you may be able to alter certain parts by editing the .tga files in the asset folder.

Be aware though, that if they are payware ones, the files (especially the script files) may be encrypted or locked for editing.

The font may be changeable using the config.txt file.

Shane
 
If they are set up with alpha numbers, then I don't know of a way you can move them. As awesome as alpha numbers are, that is one drawback of using them!

As Shane mentioned, you should be able to edit the alpha number texture files though. There should be a folder within the main asset folder called "alpha numbers", at least that's how I set my engines up. Inside should be the art files used for the numbers. (eg: alphanumber_0.tga).

I'm not sure about changing the background color for numberboards. The number textures themselves should have alpha channels, so the background color for the numberboards would be in another texture file, likely the ones used for the locomotive body.

Hope that helps! I do have a small bit of content creation experience, so feel free to PM me if you need more specific help.

Patrick
 
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Thanks for the help. I'll give it a try. I was hoping to avoid doing each individual unit like I had to in MSTS, but if it can't be helped, whatever I guess.

Patrick, I'm in Vernon btw. I need to get into Kamloops and do some railfaning again.
 
Changing Road Numbers in a Reskin

The following method works in TS2009SP3 and, suitably backdated, earlier versions. Your mileage may differ in later versions, and it's a bit of a cheat since it adds mesh rather than just reskinning per se.

(1) First, you need to make the existing numbers vanish since you want your new ones somewhere else. If you don't re-color them, the contents of the 3-6 images in the main folder will show the traditional "456" or "123456" etc. (because that mesh will no longer be "Default," see below), usually in some strange color or font if the creator was lazy (*guilty!*) So what you do is replace the .tga files with 32x32 images in your desired color at the old number locations, including stripes and such, remembering that they'll be rotated on the other side. Unfortunately, *these* images have no alpha channel - it would be nice if you could replace them with .tga that's all background, but you can't.

(2) Next, create new numberboards and side numbers in GMax or Blender. Export them to the main folder and make them part of the rendering by including this new mesh in the mesh table. Move them around until they're where you want them, about .00625m out from the surface. (This is the cheat - you have to make content for the method to work.) If you want two different font styles or colors (or more) be sure to set them up that way; put your new font .tga files with appropriate names, *with* alpha channel, in the designated fonts folder. (Leaving out a lot of detail here, such as how to create fonts, increasing the font count if required, etc.!)

(3) The final trick is that apparently only the first mesh in the mesh-table (conventionally named "Default") is processed in-game for changeable road numbers, so your add-on mesh with only the number boards, side numbers, etc. will have to be "Default" and the original creator's mesh that you're reskinning will have to be something else ("Default1" for example). Make those changes in the config and, lo, you will have changeable road numbers in the locations, sizes and colors you want! (This, by the way, is why you have to re-color the digit .tgas in the main folder: the old numbers are part of the renamed "Default1" mesh, so will display whether or not changeable road numbers are designated in Surveyor - because they're no longer processed as road numbers.)

(I have a witness that the above wacky procedure works, but can't produce the witness because we're partners in crime, as it were.)
 
The following method works in TS2009SP3 and, suitably backdated, earlier versions. Your mileage may differ in later versions, and it's a bit of a cheat since it adds mesh rather than just reskinning per se.

(1) First, you need to make the existing numbers vanish since you want your new ones somewhere else. If you don't re-color them, the contents of the 3-6 images in the main folder will show the traditional "456" or "123456" etc. (because that mesh will no longer be "Default," see below), usually in some strange color or font if the creator was lazy (*guilty!*) So what you do is replace the .tga files with 32x32 images in your desired color at the old number locations, including stripes and such, remembering that they'll be rotated on the other side. Unfortunately, *these* images have no alpha channel - it would be nice if you could replace them with .tga that's all background, but you can't.

(2) Next, create new numberboards and side numbers in GMax or Blender. Export them to the main folder and make them part of the rendering by including this new mesh in the mesh table. Move them around until they're where you want them, about .00625m out from the surface. (This is the cheat - you have to make content for the method to work.) If you want two different font styles or colors (or more) be sure to set them up that way; put your new font .tga files with appropriate names, *with* alpha channel, in the designated fonts folder. (Leaving out a lot of detail here, such as how to create fonts, increasing the font count if required, etc.!)

(3) The final trick is that apparently only the first mesh in the mesh-table (conventionally named "Default") is processed in-game for changeable road numbers, so your add-on mesh with only the number boards, side numbers, etc. will have to be "Default" and the original creator's mesh that you're reskinning will have to be something else ("Default1" for example). Make those changes in the config and, lo, you will have changeable road numbers in the locations, sizes and colors you want! (This, by the way, is why you have to re-color the digit .tgas in the main folder: the old numbers are part of the renamed "Default1" mesh, so will display whether or not changeable road numbers are designated in Surveyor - because they're no longer processed as road numbers.)

(I have a witness that the above wacky procedure works, but can't produce the witness because we're partners in crime, as it were.)

Problem is I'm no modeler, so this won't really work. Thanks for the help though. I'll manage with the traditional method.
 
Less Drastic Method

You could also get the PEVSoft program which allows you to create attachment points without modeling, add some a.nameX attachment points, use "name" as the contents for a Name effect aimed at them, and then set the "Name" of the loco in Surveyor to the desired road number. I have not tried this exact procedure, but it ought to work until the loco enters or leaves a portal. You can use various fonts and any color for names/numbers so assigned, though size should be kept fairly small. Can't change background color, but since the pre-existing road number (being unassigned) will vanish it would be whatever you reskinned it to.
 
Thanks for the help. I'll give it a try. I was hoping to avoid doing each individual unit like I had to in MSTS, but if it can't be helped, whatever I guess.

Patrick, I'm in Vernon btw. I need to get into Kamloops and do some railfaning again.

Yeah, I noticed you were just down the road in Vernon!:)

Actually, I've been signed up on the BCLW forum for years even though I don't use MSTS. My father uses it and I keep an eye on all of the Canadian stuff out there for him. I'm sure he's going to love the BCR route when it is completed!

Nice to see you involved with Trainz, and like I said before, if you need any help feel free to PM me. Trainz can be an interesting ride, but I think it's well worth it.

Patrick
 
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