Rail Vehicle Numbering

Discussion in 'PC Editor Discussion' started by ColeTheGamer2048, May 3, 2025.

  1. ColeTheGamer2048

    ColeTheGamer2048 Member

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    Hello community! i was wondering on how to properly do edits to Rail Vehicle Numbers as im currently struggling to get it perfect. ive attached a screenshot to make more sense on what i mean and if you have any advice and/or guidance on this topic then, please let me know as i would really like to create a /2 variant of the Class 350.

    Since the game assigns the numbers from a texture file to said train with correct numbers printed without modifing the texture file, i was wondering whether i can do the same here. Ive tried looking inside RVV | RVM | RVD | RVA files but cant find how the 3501 part is shown in the pc editor viewport of RVV file.

    The 2 shown in the attached screenshot, ive edited the texture file and updated it to reflect within the editor but the 2 is too close to the 0 (not to mention that its being eaten into) and there should be a gap to seperate the first 3 numbers with the last 3 numbers.

    Many Thanks
    ColeTheGamer2048
     

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    Last edited: May 3, 2025
  2. ColeTheGamer2048

    ColeTheGamer2048 Member

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    here is a reference image on what i would like to achieve.
     

    Attached Files:

    Last edited: May 3, 2025
  3. ColeTheGamer2048

    ColeTheGamer2048 Member

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    ive got /2 /3 /4 but the numbers dont look right
    screenshot-2025-05-04-001040_optimized.png screenshot-2025-05-04-001028_optimized.png screenshot-2025-05-04-001000_optimized.png
     
  4. ColeTheGamer2048

    ColeTheGamer2048 Member

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    Would anyone know how, with stock numbers texture file be able to put 350 on the train? i know that the 350 is already on the train but am wanting to know how it does that
    Capture3.PNG
     
    Last edited: May 5, 2025
  5. Tomas9970

    Tomas9970 Well-Known Member

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    I think this is more of a shader math problem rather than it being done through code. Basically you want a material that takes four numbers and then splices the right pieces of the texture together based on them.

    I think the easiest way to do that would be with shifting UV maps. Let's say the sign on the train has UV coordinates 0-1 both horizontally and vertically so it's like a full texture projected on it. There are also four numbers on it so the first one needs to fit into 0-0.25 horizontally, second one into 0.25-0.5 and so on. Then the first number on the sheet is 0-1 vertically (no need to shift anything) and 0-0.1 horizontally (1/10 of the whole sheet).

    With that, you just need to map texture space from 0-0.1(first number in the sheet) to 0-0.25 (first position on the sign) and add offsets for different numbers and different positions.

    Not gonna make it right now because it's getting a bit late but it's not that hard if you know how UVs work.
     
  6. ColeTheGamer2048

    ColeTheGamer2048 Member

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    Must be an oversight on my part then as, i dont understand how UVs work in tsw.
     

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