Tuesday, July 26, 2016

 

Setting up ARN in TANE

 

What's new:

   TANE has an ARN built-in so you do not need a script so it loads and runs faster. It will let you use a range and/or a list of running numbers. You can have the same number on more than one car/loco this is so the number on a steam engine can also be on the tender or a two unit loco can have both units with the same number. TANE will not allow texture replacement of a 32 bit texture with a 24 bit one, this is one reason why NumberIt may not work. There is a limit of only 2000 numbers witch is better than NumberIt's 1000. You also have to have one more number than you need as the last or highest number will not be shown. If you have say 4 running numbers and you use place more than 4 cars/locos you will get repeats.   
 

Set up of config.txt

Not a lot to add and you should check the Wiki.
 
fonts                                   1
fonts-path                              "car"
 
This is where and how many fonts you have, this is the same as has been in Trainz from UTC to TS12.
 
vehicle-running-numbers
{
 running-numbers    "290-293"
}
 
This is where you put your numbers, this one gives 290,291, and 292 the last 293 will never be used.
 
vehicle-running-numbers
{
 running-numbers    "290,291,292,293"
}
 
This gives the same thing.
 
vehicle-running-numbers
{
 running-numbers    "290-293,299,300-311"
}
 
This gives 290,291,292,293,299,300, 301 and up to 310.
 

Font number folder

This is the same as older Trainz and NumberIt, it must be named "car_alpha_numbers" and inside it has 10 alpanumber textures and the matching .texture.txt files. The names must be right or it will not work(on the Wiki, in the old CCG, or look at a working car in CM). 
 

Body folder

This is almost the same as the old ones. You can have up to 6 textures here starting with digit_6.tga, that is the last digit in the running number, the order is digit_1, digit_2, digit_3, digit_4, digit_5, digit_6. So if you need a 7 digit number you will have to put the first digit on your main skin texture the same as a road name. The first sample above uses digit_4, digit_5, and digit_6 only. The textures must have a BLACK alpha channel, this is new and Blender will not make the .texture.txt right.
 
The fix is to not set the alpha in Blender, set it as if it did not have one, after export open each .texture.txt, it will look like this:
 
 
Primary=digit_6.tga
Tile=st
 
Edit it to look like this:
 
Primary=digit_6.tga
Alpha=digit_6.tga
Tile=st
The file name must be "digit_6.texture.txt" if you get a file name like "digit_6-digit_6.texture.txt" then you have the alpha set wrong and it will not work as the name is wrong and you can not edit the name as it is in the .xml and the .im CM will give an error(I found this out the hard way).
 

Help full hints

When you make your car/loco put in the running number as text the right size, color, and position, you can then fit the texture plane of each digit to just fit over the number digit, move it very close to the side it is to be on.
 
The size and shape of each number can be changed by the size and shape of the digit plane, this saves having to use two sets of fonts.
 
The first time you try this just get one side to work then you can copy the other side and the ends.

 
 


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