You can make one by converting a locomotive to a static model.
You will need to make changes to the config.txt of your cloned locomotive to convert it to a scenery asset.
This isn't the only thing, however, to get this to work. The bogies will also need to be converted too, and if there are any scripts, they need to be removed.
Once this is done, you will have scenery objects to place.
Place down the bogies, and adjust into place first. This is where the layers help so you can lock things into place. Once they're placed, you can then add in your locomotive body on top.
Keep in mind that these are high-poly items so do this sparingly, otherwise, you can affect the performance.
Here's one of mine that I've used a few times in various places.
They're great to make, but as I said you have to be careful about using too many of them.
This is supposed to be a static display near a passenger station. I substituted the wrong bushes here when converting the route from TS12 when I first imported the route into T:ANE. They worked elsewhere so I didn't care, but forgot about this area. I'll update this forever WIP route and replace the shrubs with something else when I work this far west down the mainline. I've used this same loco on another route, and I also did this to a couple of trams for a museum I set up once.
Scenery objects are much less penalizing on performance than traincars, that too locomotives. No engine-specs to be processed, advanced physics, etc..
What I would recommend doing is creating an asset of your own, and configure it as a KIND trackside. That way you don't have to fiddle with the traincar to position it.
Now here's the magic: copy the mesh-table from your desired loco, and paste it into the mesh-table part of your new asset. In each entry of the mesh-table, add a line "mesh-asset <KUIDofP42>" . You are referencing the original mesh files from the original asset. That way, you don't "steal" others' work although I suppose this is a grey area?
Also depending on the amount of bogies, you must add 2 entries to mesh-table, preferably titled "bog0" and "bog1". In these you need to first add a line "mesh-asset <KUIDofP42bogies>". Open up the bogie asset and copy the main mesh filename. Paste this name into the "mesh" field in both bog0 and bog1. Also set "autocreate" to 1. In both bog0 and 1, add an "attachment" line and set the attachment points to a.bog0 and a.bog1 respectively, the "att-parent" should be default.