FastCargo 412 Posted August 26, 2012 Okay, I'm hoping folks can answer a question for me... I'm trying to get one decal to show up twice on the same mesh pointing in the same direction at the same DecalLevel. But nothing I do seems to make it work. I know you can have more than one DecalLevel on the same mesh facing the same direction (the Arrow I just released does this for the tail and intake insignia/serial numbers). I know you can have same the same decal at the same DecalLevel facing different directions on the same mesh. I know there are limits to the amount of decals on the same mesh or total amount of decals overall. I'm well within all those limits. Here's an entry example for both decals [Decal007] MeshName=Fuselage DecalLevel=2 DecalFacing=TOP FilenameFormat=SF-21E\1STPSQ\D\SF21BodyNum Position=0.99, 0.51 Rotation=90.0 Scale=1.00 DecalMaxLOD=3 [Decal008] MeshName=Fuselage DecalLevel=2 DecalFacing=TOP FilenameFormat=SF-21E\1STPSQ\D\SF21BodyNum Position=-0.99, 0.51 Rotation=-90.0 Scale=1.00 DecalMaxLOD=3 Is there something I'm missing? FC Share this post Link to post Share on other sites
Spinners 15,986 Posted August 26, 2012 Is the game selecting a number outside of the range of the numbers list? Best controlled by adding this to the textureset.ini DecalNumberRandomize=TRUE DecalNumberStart=0 DecalNumberEnd=11 DecalNumberBlockSize=12 Share this post Link to post Share on other sites
FastCargo 412 Posted August 26, 2012 Nope, it's selecting the proper decals (I use those entries in all my projects now ... has virtually eliminated the 'blank aircraft' issue). Is there a 'mirror decal' entry that can be used? Oh, and let me clarify..one of the entries always shows up, just not the other...in this case, the second entry is the one that works. FC Share this post Link to post Share on other sites
+Gunrunner 314 Posted August 26, 2012 (edited) Mirror, you mean like... Reverse=TRUE ? However, I still can't visualize what you're trying to do... maybe something more concrete would bring other suggestions. Edited August 26, 2012 by Gunrunner Share this post Link to post Share on other sites
+Sundowner 4,832 Posted August 26, 2012 If you dont use the second entry, does the first show up then ? Share this post Link to post Share on other sites
+ianh755 196 Posted August 26, 2012 (edited) Is one of the other Decal entries using the name [Decal007] further up the entry list? as in you have [Decal001] [Decal002] [Decal007] [Decal003] [Decal004] [Decal005] [Decal006] [Decal007] [Decal008] etc as that would cause the 2nd [Decal007] not to show up? (had this earlier this week and it drove me barmy until I found it as the 2nd Entry was perfect but wouldn't show-up.) Edited August 26, 2012 by ianh755 Share this post Link to post Share on other sites
FastCargo 412 Posted August 27, 2012 Okay, here's a pic: Basically, I'm trying to get that red '11' you see there to also show on the right part of the fuselage, basically symmetrical but mirrored. FC Share this post Link to post Share on other sites
FastCargo 412 Posted August 27, 2012 Well, huh. I just got it to work by using a different serial number file. Maybe it just needs to be a differently named file... FC Share this post Link to post Share on other sites
FastCargo 412 Posted August 27, 2012 Well, heck, that's all it took...just make duplicates of the decals with a slightly different name... Hmmm..this solves a similar problem with another aircraft too. FC Share this post Link to post Share on other sites
Wrench 9,849 Posted August 27, 2012 (edited) kinda what I did with the Flying Flapjack, but with the same decal. Or some some RAF ww2 skins, with R/L call letters. As long as you've got a mesh to use, Num***R and Num***L works fine. but... Rebel Alliance??? it's really wild looking, and I love it!! Edited August 27, 2012 by Wrench Share this post Link to post Share on other sites
Snailman 517 Posted December 12, 2012 Hi, I also have some problems with number decals... What I have, numbers from 01 - 99 in files, named xxx000 to xxx 98. I added three more, now I have numbers from 01 to 102 in the numbers.lst and files from xxx000 to xxx101. They are both in a subdir within Decals... I tried to limit the game from dropping numbers from 01-09... at first I deleted those numbers from 01-09 from the list... that did not help. then I added those particular lines to the textureset.ini, but it still gives out random numbers from 01... it drives me crazy. What I want to achieve, is Plane 1 to use numbers from 10-59 Plane 2 with skin A to use numbers from 60-99 Plane 2 with skin B to use number from 60-102 I can't just delete numbers because they are in a common folder... Also it would be ackward to copy all numbers to every plane separately into each skin folder .... What am I doing wrong? ( Share this post Link to post Share on other sites
Wrench 9,849 Posted December 13, 2012 DecalNumberRandomize=TRUE DecalNumberBlockSize=25 DecalNumberStart=24 DecalNumberEnd=49 have you tried that? Share this post Link to post Share on other sites
Snailman 517 Posted December 13, 2012 [TextureSet] Name=Soviet Pacific Fleet Nation=Soviet StartDefaultDate=1 Specular=1.000000 Glossiness=0.500000 Reflection=0.800000 DecalNumberRandomize=TRUE DecalNumberBlockSize=90 DecalNumberStart=10 DecalNumberEnd=99 numbers list is from 10-99 The mission generator gives me numbers from 20 -99 (!!) as available numbers. But whatever I set to myself or other individual planes, will be ignored. The game assign random numbers in the loadout screen, but after I start the mission I get planes with different numbers from all over the range. [TextureSet] Name=Soviet Navy Grey Nation=Soviet StartDefaultDate=1 Specular=0.400000 Glossiness=0.200000 Reflection=0.250000 DecalNumberRandomize=TRUE DecalNumberBlockSize=72 DecalNumberStart=30 DecalNumberEnd=102 list is from 30-102 This setting does not work at all. the loadout screen gives me the choice between 60-102, but again, when the mission starts the numbers are randomly given from all the range, regardless of numbers.lst or textureset.ini .... If I disable randomization... set to FALSE it seems it does not work. I cannot set a specied number at all. It seem the game is disregarding all number settings in textureset.ini Share this post Link to post Share on other sites
Wrench 9,849 Posted December 13, 2012 (edited) don't forget, the skin's number list MUST match the numbers called (49-99, or whatever) Or... make specific sets for each skin; this has been discussed in the past (daddyairplanes squadron thread, iirc), with the numbering in regular sequence. a lot of odd glitches have started presenting themselves of late Edited December 13, 2012 by Wrench Share this post Link to post Share on other sites
Snailman 517 Posted December 13, 2012 DAMNIT... I was stupid!!!! I mutilated the numbers.lst file which was a great mistake!! Well I have files from 000-102 if I edit the numbers list (wich tells the game how many files I have) to have numbers from 30-102 ... that ruins the number sequence. No wonder I always got the number 71 when I asked for 100!!. and the game was not stupid, I ordered to show numbers from 30 - 102, that means the game shows numbers from the 30th file from the list. So I got 60-102 numbers in the editor!! but the files were shifted by the list, so I got xx -30 for actual decal number shown.... huh So numbers.lst has to have the same number of lines that matches the number of files. Unless the files will not match. It does not matter what is written there, it can be a string, as I seen in the Falklands mod on Harriers... the text in this file, I assume is only for display purposes in the game menu. filename numbers.lst ------------------------- thing000 IzeA01 thing001 IzeB01 thing002 IzeC01 .... ..... thingxxx IzeZ01 So as I noticed, DecalNumberStart=001 in this case should display the file 001 from decal group set as FileFormat=thing in the game pulldown menu this file is referred IzeB01 (and if the graphics show that text) it should appear on the plane... Correct me if I'm wrong... Share this post Link to post Share on other sites