How to renumber

bigboydude

New member
Good evening from here in Soonerland. Now I know I'm not the only one with this dilemma, but you start a route, get some locomotives, only to realize: you need more! Now how do you change road/running numbers? I'm using 2006 (yes I've already contacted help desk, they sorta fixed the problem). But can someone plz share the easiest way. And free possibly lol
 
Good evening from here in Soonerland. Now I know I'm not the only one with this dilemma, but you start a route, get some locomotives, only to realize: you need more! Now how do you change road/running numbers? I'm using 2006 (yes I've already contacted help desk, they sorta fixed the problem). But can someone plz share the easiest way. And free possibly lol

It depends...

Some locomotives have ARN or automatic renumbering which means you put in the same locomotive in the same back, and the new loco will have another engine number within that series. I don't remember if this worked back in TRS2006, but it may have; it's been awhile since I used that version to remember that stuff.

I noticed you have TS12 registered... Yay! Finally!

Why you using TRS2006 still?

John
 
@JCitron I don't have 2012 XD I asked them for 2006, which I do have registered, but they through 2012 on. So I already sent another request to fix that. Oh well we'll get it. Yes! They do have the auto, but for this loco, they dont. It was a downloaded engine.
 
I see...

With the renumbering of locos without that option the only way is to reskin them using Gimp, Paint.net, Photoshop, or some other image editing program.

John
 
Yah. I'll get it fixed at some point (eye roll)
And okay. 1. Are they free? And 2. You can't use paint? I don't mind the project, I just want the easiest alternative
 
Yah. I'll get it fixed at some point (eye roll)
And okay. 1. Are they free? And 2. You can't use paint? I don't mind the project, I just want the easiest alternative

Gimp and Paint.net are free; Photoshop is not and quite expensive. :(

You need to use a program that will handle TGA files and save them uncompressed and Paint does not. I think that will handle Tiff, Jpg, and BMP, but not TGA.

The process its self is easy. Your best bet is to clone the original asset so you have your own copy to work with. If you mess up your copy, you can delete and start over without losing or messing up the original.

When you clone an asset, it's automatically opened for edit. You can the right-click on the asset and chose open for edit in Explorer. (It doesn't hurt to open twice since it only opens one copy anyway. You can then see the various bits, and the texture files you will need are in there, or maybe even in a body folder.

The image files will vary in layout. There will be some which are one continuous texture map which you will need to edit only the parts you need - it's laid out like those old decal sheets you get with plastic models. Other models, mostly older ones, will have a texture for numbers, a texture for windows, etc. You need to find these. I'm sorry I can't be specific; it's just the way it is with this stuff because there are many ways of doing a similar thing.

Once you've made your changes to the texture, save it. You will need to ensure that the textures are uncompressed. There are options to do this when you save, at least in Gimp where the textures are exported and not saved. Don't ask me why they did it this way, it's just the way it is.

When you are sure all is done, you can then close any open folders and Commit the asset. highlight the asset and press CTRL+M at the same time. The asset will, hopefully with fingers and toes crossed, not have any errors.

You can then check it in Trainz and see how it looks. If you don't like it, you can then edit that asset again by starting up CM-plus, right-clicking, and choosing open for edit in Explorer then fix and commit again.

This is basically an overview of the process. Remember you can't break anything and if you mess up you can always start again.

Have fun.

John
 
You're welcome.

GIMP - you Export the image. I pick the list by file type and choose TGA (TARGA). :)

Remember to uncheck the RLE compression.

John
 
Update: cloned, found files for #'s. One was targa and other bmp. I painted over #'s and saved it, with Gimp saying it converted it to those files. After commiting it, locomotive showed up, but without #'s. Where they should have been white out. Hmm...
 
And @ JCitron, tah-dah! 2006 is on my time line :)

Tah-dah! is right.

Congrats on getting this right.

Sorry I can't help you directly with the textures. One might be the alpha channel.

Also if you changed the name of the file, then the numbers might not show up. I forgot to mention this. The file names have to be the same.

John
 
BigBoyDude, if you can provide the KUID numbers of the engines you are wanting to reskin, you might get a better answer.

ns
 
I think I used the same name. Oh well, attempt 2 is today after school. And yes, I'm very happy it's fixed. mjolnir, I will look, I'm not TOO keen on finding KUID's, but I'll take a look after school. I can tell you though, it's probably not on the DLS, it's a pay ware I bought, but I need renumbered. Which is okay, correct? I'm not going to share it as payware or freeware, but wanted to make sure
 
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