Does anyone know how to contact Mr. Cornell?

Discussion of rolling-stock creation & re-painting.

Re: Does anyone know how to contact Mr. Cornell?

Unread postby TDHenderson » Tue May 31, 2011 9:38 am

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.


Kali,

How does one determine the "incorrect number of digits"? I am working on the new Covered Hopper from Mainlines and see he is using "SP400123" as an example of his autonumbering. When I change those numbers in the .dscv to a new range, 801001-801100 for example, nothing is displayed.

Regards,
Trevor
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Re: Does anyone know how to contact Mr. Cornell?

Unread postby MadMike1024 » Tue May 31, 2011 11:26 am

TDHenderson wrote:Kali,

How does one determine the "incorrect number of digits"? I am working on the new Covered Hopper from Mainlines and see he is using "SP400123" as an example of his autonumbering. When I change those numbers in the .dscv to a new range, 801001-801100 for example, nothing is displayed.

Regards,
Trevor


(Not Kali)
Are the SP letters part of the auto numbering? Double click on the car, and look at the displayed number in the right detail flyout. If the SP is part of the auto number, it will display there. If so, anything less than 10 digits wouldn't be enough. If they are, you can change them to you reporting mark, or make them transparent.
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Re: Does anyone know how to contact Mr. Cornell?

Unread postby TDHenderson » Tue May 31, 2011 11:31 am

The SP is part of the autonumber for the car ends but not for the sides. The sides display six numbers, but on the ends the SP is displayed above the numbers.

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Re: Does anyone know how to contact Mr. Cornell?

Unread postby Kali » Tue May 31, 2011 2:40 pm

If the number in the flyout is "SP400123" - which given that's how the numbers are in the dcsv it probably is - then any of your numbers need to be 8 digits too ( even if two of them are blank ). If you add a blank and tie it to "#" then a car number of "##801001" should show 801001 on the side and wherever else the numbers are, and a pair of blanks where the SP is on the ends.

I really need to find time to look at all the recent releases :(
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Re: Does anyone know how to contact Mr. Cornell?

Unread postby TDHenderson » Tue May 31, 2011 3:01 pm

OK, thanks for the info. Now I need to figure out how to make a blank. Just delete the number from the alpha channel, save, and convert?
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Re: Does anyone know how to contact Mr. Cornell?

Unread postby MadMike1024 » Tue May 31, 2011 7:43 pm

TDHenderson wrote:OK, thanks for the info. Now I need to figure out how to make a blank. Just delete the number from the alpha channel, save, and convert?


step 1 - determine size of numbers in Pixels (e.g. 128x128)
Step2 - create new image that size
step 3 - add transparent layer
step 4 - move transparency to the bottom of the layer stack
step 5 - delete all other layers
step 6 - save as 'numberS.dds'
step 7 - convert to .TgPcDx
step 8 - rename old file and save your new file in the textures directory

rinse and repeat for the numberP. file...
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Re: Does anyone know how to contact Mr. Cornell?

Unread postby Kali » Tue May 31, 2011 8:39 pm

Yeah, just open one of the existing ones and make the whole thing the same colour ( whichever colour the numbers aren't ). Save as dds, copy number tgpcdx to new name, import dds, add reference in numbering blueprint, you're done.

Mike you do love being longwinded :) if you want to get rid of them entirely, make one blank texture, open the numbering bin, change all texture references to that texture, and that's it. Helps performance fractionally too.
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Re: Does anyone know how to contact Mr. Cornell?

Unread postby TDHenderson » Tue May 31, 2011 8:41 pm

Thanks for the input gentlemen, I appreciate it.

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