Making Static Locomotives

Falken442

New member
I was wondering, is there a way to convert a normal working engine in trainz e.g. the mountain type, into a static object without smoke, sound and not being able to move?

- Eno
 
It is possible to make a running locomotive into a static but you need to clone it and then edit it to be a building - but remember that the tender would need to be done if required as well - only problem is its hard to get it to sit on a track then. You need to have skills in work with configs to do this. The other issue is if this is for a route you plan to put on the DLS the Loco creator might not let you share the item as a modded item.
 
It is possible to make a running locomotive into a static but you need to clone it and then edit it to be a building - but remember that the tender would need to be done if required as well - only problem is its hard to get it to sit on a track then. You need to have skills in work with configs to do this. The other issue is if this is for a route you plan to put on the DLS the Loco creator might not let you share the item as a modded item.

So really is it as simple as copying a buildings config into a locos? or is there more to it? and at the moment I'm just trying to gather knowledge to make a route realistic, because if you have ever been to the NSWRTM, you can see why I need static locos.
 
Clone the engine you want to change in Content Manager (R-click then click 'Clone'). This gives you the ability to make mistakes and start over if need be because you will be fudging the copy without affecting the original unit. Just be sure you ALWAYS alter the name of the copy so as to not over write the original. Just adding the word 'copy' or 'scrap' or whatever your mind can come up with is perfect.

Step One: Find the engine you want and select Edit in Explorer and open the config.txt file in Notepad.

Step Two: Remove the hornsound and enginesound tags and kuids, then change the tag 'engine' from 1 to 0.

Step Three: Delete all the 'Smoke' containers and all the curly brackets etc within them.

Step Four: After you've done all this, commit the asset. It should show up with no problems at all.

For diesels and also a few steam locos, besides the smoke containers you might find a few of the older smoke tags:
smoke_fastlife
smoke_fastspeed
smoke_height
smoke_random
smoke_shade
smoke_slowlife

You can just delete them too.

This all looks a bit long-winded, but it doesn't actually take very long. Just remember to alter the username tag of your clone in the config.txt so as not to overwrite the original.

Regards,

Ken
 
Clone then edit to be a building yes easy if you no how to write a config = why do you need static locos - are not the exhibits at rusty train museum movable - there is a route of the Sydney Tram Museum on the DLS good example on how to do Museums

So really is it as simple as copying a buildings config into a locos? or is there more to it? and at the moment I'm just trying to gather knowledge to make a route realistic, because if you have ever been to the NSWRTM, you can see why I need static locos.
 
Yes, you can make any locomotive into a static scenery object, with or without smoke. Make it as a trackside object and it will attach itself to a piece of track (normal track or invisible track).

You need to create a new trackside asset and copy all the mesh, texture and texture.txt files from the locomotive, bogeys and tender (if required) into this new asset folder.

Then in the config file of the new asset you specify a mesh table to string these meshes together using the 'position' tag to place the various meshes for the parts such as bogeys into the correct positions relative to the main body mesh.

Here is an example of a config file for a class 67 locomotive.

Code:
username                                "Scenery Class 67"
kind                                    "scenery"
light                                   1
trackside                               0
trainz-build                            2.9
category-era                            "2000s"
category-region                         "00"
category-class                          "WX"
description                             "Scenery Class 67"

mesh-table
{
        default
        {
          mesh                                "class_67_body.im"
          auto-create                         1
          position                            0,0,0.35
        }
  
        bogey_1
        {
          mesh                                "class_67_bogey.im"
          auto-create                         1
          position                            0,-6,0.35
        }
  
        bogey_2
        {
          mesh                                "class_67_bogey.im"
          auto-create                         1
          position                            0,6,0.35
        }
}

thumbnails
{
  0
  {
    image                               "screenshot.jpg"
    width                               240
    height                              180
  }
}
kuid                                    <kuid:359841:101700>

kuid-table
{
}


Scottish
 
Clone then edit to be a building yes easy if you no how to write a config = why do you need static locos - are not the exhibits at rusty train museum movable - there is a route of the Sydney Tram Museum on the DLS good example on how to do Museums

Most of the locos at Thirlmere in the train hall, don't move. E.G. 5910, 5595, 3820. Ones like the 43 and the 40 class I will just place there as moveable locos like I've downloaded your 43 and 40 class for that purpose. where as In the roundhouse behind the train hall, thats where I'll have all the moveable locos like 3830, 3642 (3601), 3265, 3526, 4490, 44211. The only non moving loco I'll have up in that area will be 3609.
 
Yes, you can make any locomotive into a static scenery object, with or without smoke. Make it as a trackside object and it will attach itself to a piece of track (normal track or invisible track).

You need to create a new trackside asset and copy all the mesh, texture and texture.txt files from the locomotive, bogeys and tender (if required) into this new asset folder.

Then in the config file of the new asset you specify a mesh table to string these meshes together using the 'position' tag to place the various meshes for the parts such as bogeys into the correct positions relative to the main body mesh.

Here is an example of a config file for a class 67 locomotive.

Code:
username                                "Scenery Class 67"
kind                                    "scenery"
light                                   1
trackside                               0
trainz-build                            2.9
category-era                            "2000s"
category-region                         "00"
category-class                          "WX"
description                             "Scenery Class 67"

mesh-table
{
        default
        {
          mesh                                "class_67_body.im"
          auto-create                         1
          position                            0,0,0.35
        }
  
        bogey_1
        {
          mesh                                "class_67_bogey.im"
          auto-create                         1
          position                            0,-6,0.35
        }
  
        bogey_2
        {
          mesh                                "class_67_bogey.im"
          auto-create                         1
          position                            0,6,0.35
        }
}

thumbnails
{
  0
  {
    image                               "screenshot.jpg"
    width                               240
    height                              180
  }
}
kuid                                    <kuid:359841:101700>

kuid-table
{
}


Scottish

I'll try kens method first and if that doesnt work I'll try yours, thanks for the help though.

-Eno
 
5595 is 100% movable it might not be trafficked but it can be coupled to another loco and moved

Yes I know all the rolling stock and locos in the train hall can be coupled and moved as a dead loco, but 5595 and most other locos and rolling stock arn't moved and used daily.
 
When I created static vans and wagons I used trackside and raised the mesh by .3 meters. I also included the bogies in the static mesh. This is easier to do if you have access to the original source files.

Cheerio John
 
Ok so kens method works fine, but when I tried it on a loco with interchangeable road numbers it doesn't have a roadnumber, and I cant choose one either.
 
Clone the engine you want to change in Content Manager (R-click then click 'Clone'). This gives you the ability to make mistakes and start over if need be because you will be fudging the copy without affecting the original unit. Just be sure you ALWAYS alter the name of the copy so as to not over write the original. Just adding the word 'copy' or 'scrap' or whatever your mind can come up with is perfect.

Step One: Find the engine you want and select Edit in Explorer and open the config.txt file in Notepad.

Step Two: Remove the hornsound and enginesound tags and kuids, then change the tag 'engine' from 1 to 0.

Step Three: Delete all the 'Smoke' containers and all the curly brackets etc within them.

Step Four: After you've done all this, commit the asset. It should show up with no problems at all.

For diesels and also a few steam locos, besides the smoke containers you might find a few of the older smoke tags:
smoke_fastlife
smoke_fastspeed
smoke_height
smoke_random
smoke_shade
smoke_slowlife

You can just delete them too.

This all looks a bit long-winded, but it doesn't actually take very long. Just remember to alter the username tag of your clone in the config.txt so as not to overwrite the original.

Regards,

Ken

Whenever I attach a tender to the locomotive, it comes up with a bug and then when I go into quickdrive, the little screen where you can pick your driver controls etc. doesn't come up and I can't find it? how do I do this with tenders and then couple them to the static locomotive.
 
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