![]() ![]() ![]() ![]() 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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