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tryagin (499 posts)
Dec-14-01, 06:29 PM (EST) "1 1 1=1, or "Kit-Bashing" MSTS objects to make more." LAST EDITED ON Dec-14-01 AT 06:51 PM (EST)(okay, thats supposed to be 1 plus 1 plus 1 = 1. got screwed up, somehow,)
Anyone familiar with the Kalmbach publications has heard of "Kit-Bashing"- where you combine two or more kits to create a unique model of a structure, rolling stock, or whatever. And there have been discussions here on the forums on manipulating objects around their axis to portray things other than their intended purpose. i.e. up-ended telephone poles for pilings, etc. I have here a tutorial on taking two different structures and combining them to make a third. It's tedious at first, but once you get the hang, it goes quicker. Some of us cannot afford the 3D programs yet, so, in the meantime this can fill in for something different to use on routes.

This can be used for all kinds of objects within the Editor. Two UK Semaphores back-to-back, for instance, when placed on the roof of a station, will pass for a train-order board. The US Sandtower has some other usefull things to do, too.
It's fun, if a bit tedious, to experiment to see what can be made.Well, I hope someone can make use of this. Happy Holidays, to all.Tim Alert Edit | Reply | Reply With Quote | Top
Table of Contents
Subject Author Message Date ID RE: 1 1 1=1, or "Kit-Bashing" MSTS ... NickF Dec-14-01 1 RE: 1 1 1=1, or "Kit-Bashing" MSTS ... wdperson Dec-14-01 2 RE: 1 1 1=1, or "Kit-Bashing" MSTS ... tryagin Dec-15-01 3 RE: 1 1 1=1, or "Kit-Bashing" MSTS ... wdperson Dec-15-01 5 RE: 1 1 1=1, or "Kit-Bashing" MSTS ... timken Dec-15-01 4 RE: 1 1 1=1, or "Kit-Bashing" MSTS ... wdperson Dec-15-01 6 RE: 1 1 1=1, or "Kit-Bashing" MSTS ... timken Dec-15-01 7
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NickF (521 posts)
Dec-14-01, 10:26 PM (EST) 1. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." Tim,I've done some of this on the Royal Gorge route. I never mentioned it here because I didn't think anybody else would be interested. Glad you brought it up.Nick Remove | Alert Edit | Reply | Reply With Quote | Top
wdperson (23 posts)
Dec-14-01, 10:42 PM (EST) 2. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." wow. This is neat. Are there limitations that you have come up with? For example, can you try to "kit-bash" any 2 building objects or does it cause problems? I haven't gotten to this stage yet (putting in the details), but I have bookmarked it for future reference.Mike Riley Remove | Alert Edit | Reply | Reply With Quote | Top
tryagin (499 posts)
Dec-15-01, 00:09 AM (EST) 3. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." Mike,As far as I've been into this, I've never had a problem combining objects. You can even use rolling stock in this fashion by copying their .ace file/s in your route's textures folder, the .s and sd files in your route's Shapes folder and make an entry in the REF file of your route.I've used an old baywindow caboose for a train-order station on the PO&N this way.Here's how you write an entry into your route's REF file.This is only an example, using the baywindow caboose. It might be a good idea to study the REF file to see how kuju set it up, as the format of this forum will not allow the lines to show in their correct placement. But this technique is necessary for all the add-on objects available out there. But it's worth knowing... At the bottom start a new line:Static (
Filename ( spscab.s )
Class ( "Track Objects" )
Align ( None )
Description ( SPSbwCAB )
) After you're done, be sure to save.
In the route editor in the placement window, click "More" and you should find your car(or whatever) in the object selector- in the case of the caboose above, I have it under "Track Objects"
Well, I couldn't find a screenshot of the SP&S baywindow, but the NP hack below illustrates the principle:
I hope you have luck when you do use the editor.Tim Remove | Alert Edit | Reply | Reply With Quote | Top
wdperson (23 posts)
Dec-15-01, 10:32 AM (EST) 5. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." >Mike,
>
>As far as I've been into
>this, I've never had a
>problem combining objects. You can
>even use rolling stock in
>this fashion by copying their
>.ace file/s in your route's
>textures folder, the .s and
>sd files in your route's
>Shapes folder and make an
>entry in the REF file
>of your route.I've used an
>old baywindow caboose for a
>train-order station on the PO&N
>this way.I see that. That has a nice touch, since some railroads do use old cars for purposes like that. >Here's how you write
>an entry into your route's
>REF file.This is only an
>example, using the baywindow caboose.
>It might be a good
>idea to study the REF
>file to see how kuju
>set it up, as the
>format of this forum will
>not allow the lines to
>show in their correct placement. Ok. I will look into that.>But this technique is necessary
>for all the add-on objects
>available out there. But it's
>worth knowing... At
>the bottom start a new
>line:
>
>Static (
>
> Filename
>
>( spscab.s )
>
> Class
>
> ( "Track
>Objects" )
>
> Align
>
> ( None
>)
>
> Description
> ( SPSbwCAB )
>
>)
>
> After you're done,
>be sure to save.
>In the route editor in the
>placement window, click "More" and
>you should find your car(or
>whatever) in the object selector-
>in the case of the
>caboose above, I have it
>under "Track Objects"
>Well, I couldn't find a screenshot
>of the SP&S baywindow, but
>the NP hack below illustrates
>the principle:
>
>
>I hope you have luck when
>you do use the editor. thanks for this information. I will need the luck too. I am developing my route now, and am about 1/2 half way done with my tracks (out of 54 miles). I hope to start working on some of this scenery. Kit bashing looks like a good way to extend your objects in your route. I have bookmarked this thread and will definately come back to when I start doing some terrain. thanks a lot.
Mike Riley
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timken (178 posts)
Dec-15-01, 08:47 AM (EST) 4. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." Wow, very cool changes to my reskin! I've played with some of this too, but nothing so elaborate. A while back I did a post on bigger trees. Taking a log and adding several other trees to it. The tree on the left is the tallest one that comes with the sim. I'm not sure if the logs ever got uploaded or not.
Once you learn how to use the editors, there is almost no limit to what you can create (other than time and imagination!).Steve Remove | Alert Edit | Reply | Reply With Quote | Top
wdperson (23 posts)
Dec-15-01, 10:36 AM (EST) 6. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." >Wow, very cool changes to my
>reskin! I've played with
>some of this too, but
>nothing so elaborate. A
>while back I did a
>post on bigger trees.
>Taking a logIs this log something that already comes with the sim or something you created? Just curious.> and adding
>several other trees to it. To get the desired effect like your photo shows. Do you stack the log and trees on top of each other?> The tree on the
>left is the tallest one
>that comes with the sim. Your "biggie-size" tree is neat. That can add some desired effect for your route. You could effectively build California Redwoods I imagine.>I'm not sure if the
>logs ever got uploaded or
>not.
>
>Once you learn how to use
>the editors, there is almost
>no limit to what you
>can create (other than time
>and imagination!)that sounds like fun...Mike Riley
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timken (178 posts)
Dec-15-01, 11:10 AM (EST) 7. "RE: 1 1 1=1, or "Kit-Bashing" MSTS objects to make more." The logs were made by NickF, above, and I made some skins for them. I suppose I should upload them. I used the log on the bottom, then 4 trees, kinda stuck together till they looked right! The only catch is, the ones I used lose there leaves and so in winter they look real strange! I'll make some more using the US2Fir1, now that it shows up on my route. It had the visibility set at 10 in the s or sd file, can't remember which, so I'd place them, they looked great, then go into the sim, and they all dissapeared!Steve Remove | Alert Edit | Reply | Reply With Quote | Top
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