Loco Setup Help Needed Making Nameplates And Numbers

Discussion in 'PC Editor Discussion' started by pleb#8462, Mar 17, 2026 at 6:33 PM.

  1. pleb#8462

    pleb#8462 Member

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    i have no clue whatsoever on how to make it so i can have all 54 Britannia numbers i looked at a csv and filled it in but cannot figure out what to do next
    7mt help.png
     
  2. pwilson79

    pwilson79 Well-Known Member

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    I have a way that works by drawing the numbers or text on a material's texture directly, it's probably not exactly how DTG does it (I believe they overlay the numbers from another texture,) but if you want to give it a try, and you don't mind waiting a few hours, I can share my blueprint here. You basically just need to cgoose or import your font, and know what slot your target material is in, and the rest is playing around with uv coordinates and scaling. My apologies, but I can't go into a more in-depth explanation right at the moment.
     
  3. pwilson79

    pwilson79 Well-Known Member

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    Here it is! I tried to tidy it up a bit. Feel free to use all or any of it, as you like. I unfortunately don't really have the time to go over all of it right now. I mostly just followed an online tutorial, but it would take me a while to track down which one at this point. I don't really remember how to set up the custom event, for instance. I'll include a screenshot of it working, to prove it actually "does what it says on the tin."

    ScreenHunter_330 Mar. 17 18.36.jpg ScreenHunter_291 Dec. 27 13.34.jpg
     
  4. pleb#8462

    pleb#8462 Member

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    Thanks for the reply! i cannot find what these 2 are named in the list?
    Screenshot 2026-03-18 170704.png Screenshot 2026-03-18 170701.png
     
  5. pleb#8462

    pleb#8462 Member

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    nevermind i was a tad slow. just figured-found them
     
  6. pwilson79

    pwilson79 Well-Known Member

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    No problem! For anyone else wondering, those were variables I set up on my own to hold an int and texture, respectively.
     
  7. pleb#8462

    pleb#8462 Member

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    must be doing something right. when i press simulation the texture changes
     
  8. pleb#8462

    pleb#8462 Member

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    now how do i link it to the numbering csv?
     
  9. pleb#8462

    pleb#8462 Member

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    does anything need to go in the white default value box? the texture changes but numbers are not showing
     

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  10. pwilson79

    pwilson79 Well-Known Member

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    I won't be home for about 5 or 6 hours. You need to specify your .csv somewhere in the Numbering Source, as I recall, but that's the best I can do until then. I'll just have a look at your second question now.
     
  11. pwilson79

    pwilson79 Well-Known Member

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    I don't believe so, but again I'll check that against mine when I get home.
     
  12. pleb#8462

    pleb#8462 Member

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    green is before i click simulation yellow is after
    beforeafter.png
     
  13. pwilson79

    pwilson79 Well-Known Member

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    So unless you've worked it out already, to get your numbering source, You need to make a new Data Asset (under Miscellaneous.) You'll be prompted for what type of data asset, and you'll want to select NumberingSource.
    ScreenHunter_330 Mar. 18 17.59.jpg ScreenHunter_331 Mar. 18 17.59.jpg
    Once you open it up, there should be a button right at the top for importing your .csv .

    I think one point of confusion is that the Numbering Source is actually part of a Numbering Component that you add to your RVV Blueprint, as well, at least that is how mine is set up:
    ScreenHunter_332 Mar. 18 18.08.jpg

    Looking at your last image, at least we know the new material is going into the right slot on your mesh. If you still don't see numbers after you get your numbering component and numbering source set up, It could be that the x,y coordinates you're using for the text, or potentially the scale causing them not to show up. You'll want to make sure you're using a font you're happy with, as well. In my experience, there's always a lot of trial and error with any kind of programming, even Blueprints. Not sure I can help much more than that, sorry.
     

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