Hi,
As Dick C. discovered with his steam engine lettering system, RW is case sensitive with the named texture sets blueprints (those textures.bin files for autonumbers usually found in the textures folder). So, for example, you can link the number entries "A" and "a" to two different texture files.
- Code: Select all
<cNamedTextureSetBlueprint-sTextureEntry d:id="58777907">
<TextureName d:type="cDeltaString">e</TextureName>
<TextureID d:type="cDeltaString">Britkits\Steam\RailVehicles\Tenders\Vanderbilt-01-oil\textures\[00]number_e</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
<cNamedTextureSetBlueprint-sTextureEntry d:id="44930737">
<TextureName d:type="cDeltaString">E</TextureName>
<TextureID d:type="cDeltaString">Britkits\Steam\RailVehicles\Tenders\Vanderbilt-01-oil\textures\[00]number_e2</TextureID>
</cNamedTextureSetBlueprint-sTextureEntry>
So, in theory, you should have a maximum of at least 26+26+10 usable textures for the autonumbering system. Maybe even more, I'm not sure if any (and which?) special characters might be recognized as "numbers" by the autonumbering system.
Cheers,
Michael