JohnS wrote:I wonder how it's done? Like said above it uses the number system. I guess there is some coding I need to know and how to position the texture to show correctly.
Hi,
It is actually a very simple process but you need to have access to the 3D source files. The texture randomizing method used on the Portland Terminal cars and from what I recall also the old IHH Challenger boxcars is indeed the autonumbering system. All that was done on the models was to include the main body parts in the numbering group and assign a primarydigit to it in the numbering csv file.
There are a few downsides however:
- it is very difficult to select a specific livery in the scenario editor (you have to fiddle with the custom number entry and know which number/letter represents which livery)
- setting up efficient LODs is more difficult that way because a lot of parts have to be put into the single primarynumbers group
I think this method works well for "yard filler" low poly cars, where it really doesn't matter which precise livery they have. But when making up AI or player consists I think that saving several short pre-made consists and mixing and matching them in the editor is a more comfortable and precise way to build colorful consists.
Cheers
Michael