Alpha Numbers: Difference between revisions

From TrainzOnline
Jump to navigationJump to search
Pev (talk | contribs)
No edit summary
Line 19: Line 19:
Automatic rollingstock running numbering is achieved via appropriate scripting.
Automatic rollingstock running numbering is achieved via appropriate scripting.


Refer to the example download files for configuration of Loco numbering digit's.
Refer to the example download files for configuration of Loco numbering digit's. (none found)





Revision as of 08:35, 7 February 2012

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. (none found)


Previous Page . . . Next Page

Return to CCG Index

Content Creator's Guide