Buzz... you have more mail with attachments!
OK, so here's the story.. it was not a head slapping moment. I was testing with four digit numbers and Buzz was testing with three. KCS GP30's only used three digits, and the model supports only four digits. This means if you feed it a three digit number or smaller it shows nothing.
Now... there is a work around. You can use the 'x', however, by itself it will show a white number which is kinda hidden. This would be OK for some people, but you can take it one step further. I made a texture for the 'x' number and removed the dropout, essentially turning it into a space character. I also had to add this to the number BIN so it could get picked up.
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<cNamedTextureSetBlueprint-sTextureEntry d:id="28449696">
<TextureName d:type="cDeltaString">x</TextureName>
<TextureID d:type="cDeltaString">DTM\Models\RailVehicles\Diesel\GP30\KCS\Engine\Textures\[00]Number_x</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
This enabled me to use numbers like this in the DCSV file:
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<cCSVItem d:id="28417032">
<X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</X>
<Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Y>
<Name d:type="cDeltaString">x700</Name>
</cCSVItem>
and I can get fancy:
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<cCSVItem d:id="28417032">
<X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</X>
<Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</Y>
<Name d:type="cDeltaString">x68x</Name>
</cCSVItem>
KCS_x68x.jpg
I learned a thing or three about this... now to see if I can apply it some of my other repaints

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