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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.
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
{
}
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
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
5595 is 100% movable it might not be trafficked but it can be coupled to another loco and moved
Just remember you can only do this for personal use only
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