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[[Modelling: Textures and File Sizes|Previous Page]] . . . [[Modelling: Bump Mapping Information|Next Page]]
[[CCG/Modelling: Textures and File Sizes|Previous Page]] . . . [[CCG/Modelling: Bump Mapping Information|Next Page]]


==Return to CCG Index==
==Return to CCG Index==
[[Content Creator's Guide]]
[[Content Creator's Guide]]

Revision as of 03:20, 15 June 2011

Locomotive Numbering

Trainz supports dynamic locomotive numbering for custom content (using alpha-numbers); otherwise known as 'running numbers'.


Digits are modeled as 6 individual rectangular polygons offset from the face of the Loco body (about 5mm). Digit polygons must be texture mapped using the correct texture naming and alpha-number naming conventions as follows:

If one font type used:

Digit textures (digit_1.tga to digit_6.tga) are replaced automatically with alphanumber textures (alphanumber_0 to alphanumber_9).

If two or more font types used:

Digit textures (digit_1a.tga to digit_6a.tga and digit_1b.tga to digit_6b.tga etc) are replaced automatically with alphanumber textures (alphanumber_0a to alphanumber_9a and alphanumber_0b to alphanumber_9b).


Locomotive numbering in the game is edited in Surveyor: Trains panel (Train mode) - Edit Properties (the `?' icon).

Automatic rollingstock running numbering is achieved via appropriate scripting.

Refer to the example download files for configuration of Loco numbering digit's.


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