by danpmeyer » Tue Dec 23, 2014 7:23 am
I think it can be done, but you need to be the one making the numberboards. When you place the placeholder texture in whatever program you are modelling in, usually the face gets mapped to the center of the image that will then be replaced in game for one digit. But, in some examples I've seen like "building a loco not because it's easy" the face mapping goes to one side of the place holder texture, and the game texture shows 2 different colored numbers, one side for the body and to the other side for the number boards. What would happen if the in game texture showed say 4 quadrants of different colors, and the face was mapped to those quadrants, say black in the upper left, blue in the upper right and white on blue in the lower left? I think that the place holder texture mapping corresponds to the in game texture replacement mapping location for location.
Look at some of the number board textures for the default cars and see that on some there are 2 numbers on the texture. The thing you can't see is the face mapping from the original model, so you can't see where the mapping corresponds to on the texture. Also, I was looking at Michael Stepan's low poly yard cars and they have some interesting texture mapping and names for those textures. They "autonumber" themselves in differing livery when placed in game, becuase the model references a "number" for the whole carbody texture. Pretty neat.
Can anybody confirm what I'm saying, I have not had a chance to test this myself yet.