Auto Numbering

Discussion of rolling-stock creation & re-painting.

Auto Numbering

Unread postby SMMDigital » Thu Feb 23, 2012 6:22 am

There is not a whole lot of information out there concerning auto numbering, so i'm hoping someone here may have an answer.

I need two different sets of numbers for a locomotive. The first set, on the number boards, is black. The second set, on the sides of the unit, are white. I have the black ones in place, but I haven't figured out yet how to get a second set of numbers to show up in the game. Any idears?
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Re: Auto Numbering

Unread postby dick8299 » Thu Feb 23, 2012 8:05 am

When you create the image file for each number, put the black number on one half of the canvas (say the right side) and the white number on the left side of the canvas. Then when you texture the number quad in your 3D model, select only 1/2 of the image depending on which color number you want for that quad.

number_7.jpg
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Re: Auto Numbering

Unread postby SMMDigital » Thu Feb 23, 2012 3:48 pm

That makes sense, and i've seen than before when messing with the SD70 DDS files. But I think i've missed something here.

"Then when you texture the number quad in your 3D model, select only 1/2 of the image depending on which color number you want for that quad"


I'm not texturing the quads with the numbers, merely putting holder textures on them in the modeling program (like mileposts). This is wrong?

Capture16.JPG
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Re: Auto Numbering

Unread postby dick8299 » Thu Feb 23, 2012 3:58 pm

You are right - you are using the holding textures not the numbers, but when you texture the quads, use just one half of the holder texture, and in game the holder texture will show just the one half of the number (either black or white)
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Re: Auto Numbering

Unread postby SMMDigital » Thu Feb 23, 2012 4:16 pm

Eureka! These things are so close, but the light just doesn't come on without a little prodding! Thanks!
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