![]() decal_primarynumber_0.ace up to decal_primarynumber_x.ace, again where 'x' is the number of digits in the number minus 1. ![]() So if there are four digits, the materials must be named from primarynumber_0 to primarynumber_3.Įach of these materials should reference a placeholder texture, and these textures must be named the same as the material name itself, prefixed with decal (a requirement of the TrainDecal.fx shader). The materials must be named primarynumber_0 up to primarynumber_x where 'x' is the the number of digits in the serial number minus 1. This allows 8-bit alpha in the texture which gives much more pleasing results than the 1-bit black/white alpha of stencils. The most important concept to understand is this: in the source model, the digit textures are merely placeholders, not the actual numbers that are visible in the final game.įor each digit of the number, I suggest a TrainDecal.fx Kuju material be used. Train Simulator is very particular about the setup for getting this to work. This means you can have more than one of a particular type of vehicle without the same serial number appearing on all of them. ![]() Locomotives and carriages can be automatically numbered by Train Simulator in the game itself. Train Simulator Tech Article: Autonumbering
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