I am going to repost the Modding with Hack articles that I have written here to preserve them for posterity.

Modding with Hack #1– Modding the Maersk GP60M (freeware)

Greetings all,

It was asked if there was anyway to make the ditch lights work on the freeware Maersk GP60M.

Well, there is… but you will need to get your hands dirty as they say…

Think of it as E-Kitbashing…

Except if you ruin something you won’t have to shell out more money for a plastic shell….or band aids….

Now, a couple of notes:

The ditch light feature ONLY works in TRS classisc 1,2, & 3 and above… I have no idea how to make it work it work in TRS 2006 and below… sorry.

I am not distributing anything in this article. This is going to be all on you. I offer the info, any mistakes you make are your own. If you nuke yourself, your system, or your town, don’t blame me. This info is for Educational purposes only, do not spin, fold, or mutilate.

It is up to you if you want to do this mod, I will not be sending out my minions to twist your arm to do it.

All programs, meshes, Etc are property of the original owners. This article does not constitute permission to redistribute anything. This mod is for your system and yours alone. Again, don’t blame me.

Materials/supplies needed are:

1: Maersk GP60M freeware released by CloakedGhost-Here

2: PEV’s Attachment Maker Program by PEV-Here

(Download everything else while you are there.. the stuff is invaluable in my opinion)

I am going to assume you know how to use the Attachment Maker program. It takes a few minutes to master this powerful program.

OK, first thing is first…..

Open CM3 and make a clone of the engine and commit it.

Why?

That way if you make a mistake, you still have the original. Any mistakes can be erased and you can start over, and over, and over again.

You can now find this engine under the “my content” tab .

Open it for editing, use the “Edit in Explorer” option.

Minimize the CM3 boxes.

Open PEV’s attachment maker program and navigate to the editing folder of your program.

(In TRS2009, the editing folder is under the main Trs2009 folder, in Trs2010, its under user data.)

Find the “mesh body” folder and click on “Mesh.Im”.

You will now have wire frame version of the .im mesh.

Now that you have the wire frame view, click on the “selected attachment” box.

Click on “add attachment”

In the name box, type “a.ditch0”

In the X box, type “0.840”, the Y box type “-8.345”, and in the Z box type “1.7”.

All of the rotation boxes underneath remain at zero.

To the left of the “Delete” box, you will notice a set of arrows, click either one of them. This will save the attachment point you just defined…

Click on “add attach”

name this one “a.ditch1”

X, Y, and Z are “-0.840”, “-8.345”, and “1.7”

Rotation boxes stay at zero.

To the left of the “Delete” box, you will notice a set of arrows, click either one of them. This will save the attachment point you just defined…

Under “File” (upper left corner), use the drop down menu and hit “save att”. Save it in the same folder as the body mesh.

Close Attachment maker.

Ok, now restore the “Edit in Explorer” box from your tool bar that you had previously minimized.

Click on the folder “gp60_maersk_146”

Open the file “Config.txt”

look down until you come upon the shadow entry:

shadow
{
mesh “mesh_shadow/shadow.im”
}

You will see a bunch of } (close brackets) after this entry, then a bogey entry is next….

Right after the first } (close bracket) after the mesh line, add a blank line and paste this in:

attachments
{
mesh “mesh_body/attach_mesh.im”
auto-create 1
}

So now you will have :

shadow
{
mesh “mesh_shadow/shadow.im”
}

attachments
{
mesh “mesh_body/attach_mesh.im”
auto-create 1
}

Be careful you do not disturb the rest of the close brackets… if the formatting gets messed up, you will have to start over, unless you know how to correct it.

Save your work, close the “config.txt” and “gp60_maersk_146” editing boxes.

Reopen content manager and commit the engine.

Open Trainz, place the engine in a session, hit “L” to turn on the lights, and “;” to make them flash.

I believe I have put this all to … Electrons, correctly. Give me a shout and let me know.

Hack

Fini

(Now that you have this engine’s ditch lights working, you can do the others!)

Modding with Hack #2– Modding the VMD GP9 ( freeware)

Greetings all,

Recently, someone downloaded the freeware N&W GP9’s from VMD and had a problem with the trucks (bogeys) showing up. I had a thought and pursued it, and this is what resulted.

I modded one of the Jointed Rail EMD Blomberg B trucks that came with one of their freeware offerings to work underneath the freeware geeps. People were very happy with the results. I figured I would make it into a modding article to make it easier for people to find….

Now, a couple of notes:

I am not distributing anything in this article. This is going to be all on you. I offer the info, any mistakes you make are your own. If you nuke yourself, your system, or your town, don’t blame me. This info is for Educational purposes only, do not spin, fold, or mutilate.

All programs, meshes, Etc are property of the original owners. This article does not constitute permission to redistribute anything. This mod is for your system and yours alone. Again, don’t blame me.

I am not sure the position command is in trs2006 and below. I will have to check and see if it is in Trainz Classic to be sure. I do know it works in 09/10 UPDATE: This mod works in Trainz Classic and up.

Materials/supplies needed are:

Freeware VMD  GP9s:

***NOTE** VMD Has recently released their Geeps as freeware, please visit:

http://www.virtualtrains.com look for the free tab.

Also, and more importantly, go thank them in their announcement thread.

Jointed rails Freeware F units:
http://jointedrail.com/

They are under the “Freeware” tab. You will have to register to be able to download them.

If you don’t have these, you don’t know what your missing…..

Ok, once you have everything, open Content Manager and find norfolksouthern37 ‘s Blomberg B type bogey (black a) Kuid2:45324:50022:2

Clone it.

Why make a clone?

Because if you don’t this will affect ALL locomotives that use the original.

Don’t commit it just yet.

Open it for editing using “edit in explorer”

Open the file “Config.txt”

You will need to make 3 entry modifications here,
1: add a addition to the username
2: add a addition to the description
3: add a position entry

Find the entry “Username”

Add to this entry ” – VMD GP7/9 trucks”, it helps keep things straight. I will explain why at the end of the article.

So now the entry will look like this:

“Blomberg B type bogey (black a) – VMD GP7/9 trucks”

Now do the same for the description entry.

Now you will need to add a position entry in the mesh table.

“position 0,0,0.626”

Add it in after the auto create entry….

mesh-table
{
default
{
mesh “example.im”
auto-create 1
}

So now it will look like this:

mesh-table
{
default
{
mesh “example.im”
auto-create 1
position 0,0,0.626
}

Now save your work (File-Save), and commit the file (Edit-Commit).

Write down the kuid that this asset now has. You will need it for the next part.

Next, find the VMD geep that you wish to modify.

At this point, it is up to you if you wish to do this mod to the originals, or make clones.

Either way, open the units for editing using the “Edit in explorer” option

Open “Config.txt”

Look for the 2 bogey entries:

bogey <kuid:38408:50115>
bogey-1 <kuid:38408:50116>

Now change the kuid number for the number of the asset you cloned.

Next, look at the kuid table, entries 0 and 1:

0 <kuid:38408:50115>
1 <kuid:38408:50116>

Again, change the kuid number for the number of the asset you cloned.

Save your work “File-Save” and commit “Edit-commit”

Ok, exit out of Content Manager, go to your favorite layout, add the engine to a session, and have a gander.

I originally found the info about the position entry from yukonzoom’s thread:

http://forums.auran.com/trainz/showthread.php?t=67756

Then worked out what the position needed to be, trial and error method.

The original thread that this was in is here:

http://forums.auran.com/trainz/showt…light=vmd+geep

Nikos1 included a pic of the geeps that he reskinned and did the bogey mod on.

The original trucks had a speed recorder and cable, which the new trucks do not…. Also, I thought about adding working fans… but this is fodder for 2 more modding articles.

I said I would explain why you would want to add those addition to the username and descriptions…. VMD has announced that they will be releasing their old payware GP7/9s as freeware in the future, including a undecorated model. When this happens, this modified entry will make it easier to find if you wish to accomplish this mod to them.

Modding with Hack #3– Modding the USLW PS2 reskins by Sureshot.

In this edition we will mod these PS2 hoppers to use NS37’s 100 ton trucks, add CMTM compatibility, add airhoses, and adds to the products that they can carry.
.

Well, there is… but you will need to get your hands dirty as they say…

Think of it as E-Kitbashing…

Except if you ruin something you won’t have to shell out more money for a plastic shell….or band aids….

Now, a couple of notes:
I am not distributing anything in this article. This is going to be all on you. I offer the info, any mistakes you make are your own. If you nuke yourself, your system, or your town, don’t blame me. This info is for Educational purposes only, do not spin, fold, or mutilate.

It is up to you if you want to do this mod, I will not be sending out my minions to twist your arm to do it. They are getting a little bored tho……..

All programs, meshes, Etc are property of the original owners. This article does not constitute permission to redistribute anything. This mod is for your system and yours alone. Again, don’t blame me.

This article assumes that you have already repaired the errors with these cars. If not refer to “Fixing With Hack Issue #9”
WARNING!… a basic knowledge of Notepad, CMP and how to open and commit an asset is needed.
If you don’t know how… learn. Yep, learn it.
Nothing helps a person more than learning for him or her self.

Materials/supplies needed are:

1). The PS2 hopper reskins from USLW that you have previously repaired.

2). Undec PS2 4750 Cu Ft Covered Hopper from the DLS. Download here:https://www.auran.com/TRS2004/DLS_vi…AssetID=263818

Install the Undec PS2 into CMP.

Ok, in CMP open for edit one of the repaired cars and the Undec PS2 car at the same time.

Place the Windows Explorer windows for each side by side for ease of reference.

What will will be doing is copying from the undec car to the repaired car, so things are pretty easy.

Open the Body folders on both assets.

From the Undec asset, copy the “Airhose” folder and the “Attach-Mesh.im” file.

Paste these items into the repaired cars “Body” folder.

Pretty easy so far eh?

Ok, on both assets, back up to the root directory and find the “Config.txt” files and open them.

From the undec model, find the entry “Extensions”, highlight it and copy it.

(it looks like this)

extensions
{
reportingmark-32711                  “xxxx”
carnumber-32711                        “000000”
}

Paste this entry into the repaired car Config file after the string table entry and enter the correct reporting marks and car number.

For example:

extensions
{
reportingmark-32711                “AGPX”
carnumber-32711                        “95218”
}

This entry is for the CMTM systems use for scenarios that have CMTM enabled. If you do not know what CMTM is, search on the N3V board for “CMTM” or “Dap” and read up on it.

Next, in the undec cars Config file, find the “Mesh-Table” entry, highlight all of it, and copy it.

mesh-table
{
default
{
mesh            “body/attach_mesh.im”
auto-create   1
}body
{
mesh              “body/PS2_4750.lm”
auto-create    1
}airhoses
{
mesh              “body/airhoses/airhoses.im”
auto-create    1
}topdoor
{
mesh           “body/topdoor.im”
anim     “body/anim.kin”
auto-create    1
}

shadow
{
mesh     “shadow/shadow.im”
}
}

In the repaired car config file, find the “Mesh-Table” entry, highlight all of it, and hit paste. This will overwrite the old mesh table with the one from the undec car.

Some will ask why the attach mesh is listed as the default. It is like this:

When the program encounters the first instances of A.limfront, A.limback, A.bog0 and A.bog1, it will remember those and ignore all others after that for this asset. What you have done by listing things this way is nullify the existing attachment points on the models mesh.

Neat, huh?

Next up Highlight all of the “queues” entry in the undec model and copy it.

queues {

prod0

{

size   134500

initial-count    0allowed-categories
{
0        <kuid:-3:10040>
}

allowed-products
{
0 <kuid2:30671:9100810:1>
1 <kuid2:30671:9070990:1>
3 <kuid2:30671:9120100:1>
4 <kuid2:30671:9110710:2>
5 <kuid2:30671:9130213:1>
6 <kuid2:30671:9110412:1>
7 <kuid2:30671:9100620:1>
10 <kuid2:30671:9230990:1>
11 <kuid:473136:102348>
12 <kuid:473136:102349>
13 <kuid:473136:102350>
}

}
}

NOTE: this queues setup is for a car that carries agricultural products. A car that carries chemicals will have different products listed.

In the repaired cars config file, find the “queues” entry, highlight all of it and hit paste to overwrite it.

In the Undec models config file, find the “Kuid-table”entry. highlight all of it and hit copy.

kuid-table
{
0 <kuid2:45324:50203:3>
1 <kuid:-1:42004201>
2 <kuid:-3:10040>
3 <kuid2:30671:9100810:1>
4 <kuid2:30671:9070990:1>
6 <kuid2:30671:9120100:1>
7 <kuid2:30671:9110710:2>
8 <kuid2:30671:9130213:1>
9 <kuid2:30671:9110412:1>
10 <kuid2:30671:9100620:1>
13 <kuid2:30671:9230990:1>
14 <kuid:473136:102348>
15 <kuid:473136:102349>
16 <kuid:473136:102350>
}

In the repaired car config file, find the “kuid-table” entry, highlight all of it, and hit paste.

Ok, now look in the repaired car config and look around for a “Bogey” entry. It may be up top and just say “Bogey <xxx.xxxx>” or be a the bottom and almost look like the “Mesh-table” entry.

Either way, highlight it and delete it.

In the undec model config file, find the “Bogeys” entry, highlight all of it, and hit copy.

bogeys {

0

{

bogey          <kuid2:45324:50203:3>

reversed 0

}

1
{
reversed 0
bogey            <kuid2:45324:50203:3>
}
}

In the repaired cars config file, Paste this entry below the “Kuid-table” entry.

Ok, now save the “config.txt” file for the repaired car.

Close the windows explorer window for it.

Save and commit the car

Wash, rinse, and repeat for the other cars.

When you have done this to the other 15 cars and are done with them, take the undec model and do a “Edit” and “Revert”. This will set the car back to how it was before you opened it.

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