Elvas Tower: Loco number in Cabview - Elvas Tower

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#1 User is offline   NZ_JOHN 

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Posted 11 March 2022 - 01:19 AM

Id like to have another shot of getting this up and running

How about a field in the .ENG file for Loco Number (ie Ef30071, Dx5500, Dc1410) then it could be displayed in the Cabfile.
Most Locos have the number on the wall inside the cab.
That way one common Cabfile only is needed instead of a separate Cabfile for each Loco
Any interest?

#2 User is offline   mrmosky 

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Posted 11 March 2022 - 03:25 AM

Another idea would be to add the number as a freight animation. This can be set to be visible in 2d cabs only, in the .eng file. The shape would be flat square object, with an alpha texture transparent background with the relevant number visible. This texture would be named: cabnumber.ace for example.

Then to change cab numbers, all that would be needed would be a range of .ace files with the relevant numbers. The one to be used would be renamed to cabnumber.ace and that would not require any changes to cvf, or eng files.

Geoff

#3 User is offline   Weter 

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Posted 11 March 2022 - 09:50 AM

That's right: every single *.eng-file then, can call its unique FA, for both: in-cab and outside numbers. Seems efficient.

#4 User is offline   NZ_JOHN 

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Posted 11 March 2022 - 07:37 PM

 Weter, on 11 March 2022 - 09:50 AM, said:

That's right: every single *.eng-file then, can call its unique FA, for both: in-cab and outside numbers. Seems efficient.


The trouble is I have many locos in the same Folder (Eg Gp24, GP44,Gp56 etc) so it will only call up the same cabnumbers for all in that folder

#5 User is offline   Weter 

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Posted 11 March 2022 - 10:14 PM

Why, John?
IMHO, every *.eng-file can contain freight animation() parameter with unique file name inside brackets, can't it?

#6 User is offline   NZ_JOHN 

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Posted 11 March 2022 - 10:40 PM

So the *.ace and *.s file can be in the Loco folder or does it have to be in the "SHAPE and TEXTURES fiolders?

#7 User is offline   Weter 

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Posted 11 March 2022 - 10:45 PM

Well, I didn't ever test it, but I hope, if one uses the path to some other folder (with which syntax -?) that might work.
Without a path specified (just a file name) that would mean, the freight anim is in the same folder, as loco's *.eng-file

#8 User is offline   mrmosky 

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Posted 12 March 2022 - 12:58 AM

That's right. The shape and texture (s) would be in the locomotive folder. Each shape would have a unique name to suit the locomotive type, as the positioning of the number would be specific to that type.

Then the texture for each number would be in the folder, or a sub-folder within that one. They would all have unique names to represent the number. There would also be an ace file called something like "class37_cabnumber.ace", which would be the texture called by the shape file.

Then to choose a different number, the user would simply have to make a copy of the relevant number .ace, and rename it to "class37_cabnumber.ace".

Geoff

#9 User is offline   ErickC 

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Posted 13 March 2022 - 07:40 PM

If you use remote shapes then OR will call textures from whatever folder the ENG file is in - this is how I do decals on my freight cars and cab numbers on my locomotives. Go grab the GP9R pack off trainsim.com and the NAVX switcher repaint pack to see how this all works. Each unit has a unique cab number despite using a common set of models.

#10 User is offline   NZ_JOHN 

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Posted 14 March 2022 - 12:08 AM

 ErickC, on 13 March 2022 - 07:40 PM, said:

If you use remote shapes then OR will call textures from whatever folder the ENG file is in - this is how I do decals on my freight cars and cab numbers on my locomotives. Go grab the GP9R pack off trainsim.com and the NAVX switcher repaint pack to see how this all works. Each unit has a unique cab number despite using a common set of models.

Got that to work on outside of cab
Now how do I get it to work inside the cab (Cabview Front 2d)

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