SC4 Devotion Forum Archives

SimCity 4 General Discussion and Tutorials => SimCity 4 General Discussion => General Custom Content Discussion => Topic started by: M4346 on November 23, 2008, 07:08:43 AM

Title: Functional Seaports Question: De-functionalising Seaports
Post by: M4346 on November 23, 2008, 07:08:43 AM
I was hoping that the modding geniuses would be able to assist me on this one, specifically Tage. :P

My question pertains to the use of functional seaports, specifically the issue around the use of control files and the potential clash between Peg's and the BSC's functional seaports.

I was wondering what property or properties should be removed or altered from Peg's ports as I do not want the clash to occur, but would still like to use the LOTs, functional or not.

I hope there's a solution to this, and that you would be able to assist me!

Thanks

M
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: BarbyW on November 23, 2008, 07:20:28 AM
Pegasus provides non-functional lots of his seaports as well as the functional ones, I believe. If you use those with the BSC functioning there is no conflict. It is only if you use his controller file and/or functional ports with the BSC ones that you will have problems. Read the thread about the Functional Seaports and Airports as they are inter-connected.
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: M4346 on November 23, 2008, 07:25:29 AM
So technically, all I should do is remove the control file? I'll read the thread then, I remember doing so a while back, but I'm only just getting back into the swing of SC4-things :)

Thanks for the speedy response!
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: Andreas on November 23, 2008, 08:05:01 AM
Quote from: M4346 on November 23, 2008, 07:25:29 AM
So technically, all I should do is remove the control file?

No, this might crash your game. As BarbyW said, PEG also created some eye-candy seaport lots, which can be used without any problems, but all functional seaports would have to be modified before using them together with other functional seaports.
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: M4346 on November 23, 2008, 08:21:34 AM
Well I haven't plopped any seaport lot as yet. But fair enough then! :)

So the question again then: what property do I need to remove or modify to make them pure eye-candy lots?

I have been reading through the functional seaport board but it's really confusing and way above me :P
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: sim-al2 on November 23, 2008, 09:24:29 AM
The problem is that some ship models are included with the functional ports. I think only one or two brown-boxes will occur, but there are still brown-boxes. %wrd The container port also includes a nice track connection, which can be useful, functional or not...
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: RippleJet on November 23, 2008, 11:21:50 AM
Quote from: M4346 on November 23, 2008, 08:21:34 AM
So the question again then: what property do I need to remove or modify to make them pure eye-candy lots?

I really don't think it's worth the effort to change functional seaports into non-functional ones, when there already are eyecandy ones available. $%Grinno$%
Things that would need to be changed include:


Quote from: sim-al2 on November 23, 2008, 09:24:29 AM
The problem is that some ship models are included with the functional ports. I think only one or two brown-boxes will occur, but there are still brown-boxes. %wrd

Those ships were actually moved into the CDK3-SP Seaport Super Pak:
http://simpeg.com/forum/index.php?topic=6151.msg136667
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: Andreas on November 23, 2008, 11:43:32 AM
I guess it would be easier to edit the functional seaports in a way that they would be compatible with the others, but certain people seem to have mixed feelings about that...  $%#Ninj2
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: M4346 on November 23, 2008, 01:40:57 PM
Well then scratch that! :P Thanks Tage!  :D For the info... and for raining on my parade!  $%Grinno$%

I guess, seeing that this is for my own personal use, that I can use the lot configuration data of the originals in a new pure eye-candy lot? Would that (1) be possible, and (2) easier than the above process? :P
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: BigSlark on November 23, 2008, 02:06:11 PM
I'd be interested in the procedure one would use to make them play nice with SC4D-exclusive x-ports...

You can MSN me if you like, Tage...

Cheers,
Kevin
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: RippleJet on November 23, 2008, 02:25:46 PM
Quote from: M4346 on November 23, 2008, 01:40:57 PM
I guess, seeing that this is for my own personal use, that I can use the lot configuration data of the originals in a new pure eye-candy lot? Would that (1) be possible, and (2) easier than the above process? :P

The easiest process would indeed be what Andreas suggested,
to convert those functional ports to work as functional ports with the x-ports. ;)

Let me get back to you once BSC Functional Seaports 2.0 has been released. ::)
Title: Re: Functional Seaports Question: De-functionalising Seaports
Post by: FrankU on November 28, 2008, 05:49:54 AM
Quote from: M4346 on November 23, 2008, 01:40:57 PM
Well then scratch that! :P Thanks Tage!  :D For the info... and for raining on my parade!  $%Grinno$%

I guess, seeing that this is for my own personal use, that I can use the lot configuration data of the originals in a new pure eye-candy lot? Would that (1) be possible, and (2) easier than the above process? :P

M4346,

I think the safest way is to leave out all functional seaports by PEG. This includes, of course, the seaport controllerfile. What you can do is use the eyecandy files that PEG made. They look quite similar as the seaports. They just don't have the functions.... just as expected.
And if you are not happy with the exact looks you can always edit them in LE. I am sure this is easier for not-too-technically-interested people like me.
Decide for yourself.

And indeed, including PEGs ports into the BSC controller would be nice, but my guess is that PEG would not agree.