Can you override a mesh footprint without stretching the mesh?

I have a spline generator [link text][1] from Zak Parrish’s stream years ago… I was using it on a railroad track mesh I created that was 500cm long and it worked great. I added and additional mesh to it to create my new spline generator for what I needed. previously The rails and the ties were all one mesh but due to redesigning it and re-texturing it, I had split the meshes up and the is where my problem began. The railing is 500cm long and the ties are 480 long… there is a 10cm gap on each end to accommodate for the 20cm gap between the ties. The mesh gets stretched from spline point to spline point so my ties were stretching and not lining up with the railing. In the first snip you can see the ties touching on the ends of the spline… I need to add a 10cm gap on the ends of the ties mesh to keep a gap… is there a way to do this? I was hoping there was a way to override the mesh size (footprint) so the spline generator thought it was 500cm instead of 480. The second snip shows the meshes placed without using the spline generator. there is a gap between the ties on the ends.
Thanks.

The problem is that the spline components use the first vertice of the mesh as the starting point when stretching a mesh to fit the spline seamlessly (because it assumes the shape is continuous rather than with gaps).

You may fix this by putting single vertices (half a gap length away from the wooden part) to the both ends of the mesh in the 3d editing software.

Thanks, I actually ended up doing this not long after posting this and it worked, though I was hoping to solve it without modifying the mesh.