Does Capitalization Matter?

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Does Capitalization Matter?

Unread postby Trainguy76 » Sun Aug 07, 2011 2:47 pm

Hiya,

I made a folder a while ago that now how a few assets in it, and I had made the folder lowercase when I wanted one of the letters uppercase. Does anyone know if Upper/Lower case matters in RailWorks?
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Re: Does Capitalization Matter?

Unread postby spec5sx » Sun Aug 07, 2011 4:56 pm

I don't believe RW is case sensitive.
The word?..The word is no. I am, therefore, going anyway..
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Re: Does Capitalization Matter?

Unread postby Kali » Sun Aug 07, 2011 5:57 pm

Pretty sure it won't matter for blueprint file paths; for control names and animation names ( and included lua scripts ) and maybe child names I think it does.
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Re: Does Capitalization Matter?

Unread postby Trainguy76 » Sun Aug 07, 2011 6:01 pm

Kali wrote:Pretty sure it won't matter for blueprint file paths; for control names and animation names ( and included lua scripts ) and maybe child names I think it does.


Thanks, I knew that about the control names, but wasn't sure about the Blueprints.
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Re: Does Capitalization Matter?

Unread postby GreatNortherner » Wed Aug 10, 2011 9:19 am

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
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Re: Does Capitalization Matter?

Unread postby Kali » Wed Aug 10, 2011 1:29 pm

You can use most of the special characters, I think; I have certainly gone way past 62.
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