Auto Numbering

Discussion of rolling-stock creation & re-painting.

Auto Numbering

Unread postby sswgp60 » Sun Mar 13, 2016 6:37 pm

Hello everyone,

This is my first shot at auto numbering, my goal is to create two numbers (1,2) and place them on a simple wagon. I'm using 3ds max 2016 and photoshop. I've been using Christrains tutorial. (http://www.christrains.com/ts_faq_autonumbering.html).

The problem I'm running into is the cvs. file- Here's what the Blue print editor is saying-

Adding Conde\B3483\RailVehicles\Freight\B3483\B34AC.xml to export...
[57] Updating CSV "Kuju\Shapeviewer\RailVehicles\Freight\B3483\Textures\wagon_numbers.dcsv"...
[57] Could not export Conde\B3483\RailVehicles\Freight\B3483\Textures\wagon_numbers.csv: Input string was not in a correct format.
[56] Skipped Texture Conde\B3483\RailVehicles\Freight\B3483\Textures\Truck_maps.dds: Up to date.
Export process terminated due to errors.
==== Export Failed ====
Time taken: 0.041s

And here is whats inside my cvs.file -

0,0,12
0,0,22
0,0,21
0,0,11


As always, any help would be greatly appreciated.
sswgp60
 

Re: Auto Numbering

Unread postby LordMannu » Tue Mar 15, 2016 7:57 am

Be sure you don´t have any spaces in the file. Also I noticed you have the nambers in no particular order. I´m not sure if that could be a problem but try to order tnem in an increasing way just in case.
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Re: Auto Numbering

Unread postby sswgp60 » Thu Mar 17, 2016 8:56 am

@LordMannu, sorry for the the slow reply but that worked! Once again thank you.

I followed what you said and put it into excel and the Blueprint editor didn't have any trouble reading the file. I tested it out in the railworks and it shows that the cars have random numbers of 12 and 21. Although, it doesn't show up on the side of the cars yet but I'm thinking I may have used the wrong texture type... I figure it out.

Regards,
sswgp60
 

Re: Auto Numbering

Unread postby GreatNortherner » Fri Mar 18, 2016 7:01 am

Hello,

It should be possible to use just any old text editor to create the numbers lists (in case it was not just a typo in your original post: .csv file -- not .cvs file)

The format "0,0,12" appears to be correct. As Mannu said, there should not be any spaces and also no empty lines in that file. The order of numbers doesn't matter (I think), also there can be gaps in the numbering range.

Usually it is a good idea to have a large selection of numbers, for a commonly used car like a boxcar I would recommend having at least 500 unique numbers in the list or the scenario editor will all too quickly start assigning duplicates which will give you all sorts of headaches in scenario creation.

sswgp60 wrote:it doesn't show up on the side of the cars yet but I'm thinking I may have used the wrong texture type

A couple of possible issues here:
  • wrongly named hierarchy/group. Autonumbering node must be named 1_[LODdistance]_primarydigits_[number-of-digits]... so for example, 1_0128_primarydigits_2
  • mismatch between number in group name and number of digits in csv file (for example, 0,0,105 and primarydigits_2)
  • wrong texture name of primarydigits object: textures must be named "primarynumber_0" through "primarynumber_9" -- for better visuals use traindecal.fx shader and "decal_primarynumber_#"
  • primarynumber textures must be applied in wrong order (from last to first digit): primarynumber_0 is for the last digit in your number, _1 for the second last, and so on
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