Kali wrote:Usually if you set the engine number to one with an incorrect number of digits, it will go blank. To do this automatically you can just rewrite the numbering .dcsv ( GP38-2_numbers.dcsv for the GP38 ) to just put a wrong number in. Alternatively the quickest way would be to make a blank digit texture and name it number_#, and then edit GP38-2_digits.bin to add that as the digit to display for the # symbol. Then you just throw "####" in to your numbering dcsv.
If you're looking to move the autonumber boards, well... you can't. They're part of the main model, not an end-user movable child object. If you just want to change the autonumber series, they will be in the .dcsv file I've mentioned.
Trainguy76 wrote:Can't you just alpha out the numbers? I think that is the best way to do it.
MadMike1024 wrote:It is also possible to shut off the auto-numbering by changing the .dscv file to an empty list. The issue I'm having, is that Mr. Cornell decided that the blank number board isn't, it has the digits 3210 in it when the auto-numbering is off. Obviously the "blank" number board graphic has the number embedded in it. What I'm trying to find out, is which of the graphic source files has this graphic, and if it is editable. The numboard.tgpcdx is the lens file.
Kali wrote:Never found a limit in RW_Tools or the standalone serz.exe, I suspect you've made an error in the Geo and it can't recompile it. You really do like to overcomplicate things though :) if you edit your numbers.bin ( the one in the texture folder, at the wrong PC so I don' t remember the exact name ) file to bind the x texture to well... "x" would be a sensible letter, you can just set the engine number in the scenario flyout to include the x just like I did with blanks.
Return to Rolling-Stock Design
Users browsing this forum: No registered users and 2 guests