View Full Version : Georgios Averof CTD
I'm currently putting my SH3 installation back together after a lengthy break. Starting with a clean GWX3 installation, the Averof appears correctly in the museum. After installing GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7, i get a CTD when I reach the Greece menu of the museum, which is odd, as this mod doesn't look like it changes anything with the Averof.
Any ideas?
thanks
In addition, the Schlieswig-Holstein (SP?) has duplicate gun-turrets, a misplaced rudder, guns floating in the air over the sides of the ship, and other problems, but at least appears in the museum. This is with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 being the only mod loaded over a clean install of GWX3.
the_frog
09-01-12, 05:01 PM
Yes, the Schleswig-Holstein as in, e.g., LSH5, has been created by transforming the Averoff model and unfortunately has the same ID of the main model. That causes the strange looks of the Schleswig-Holstein and the CTD when the Averoff is called up.
Use the S3D and re-map the IDs of one of the models and all is fine.
thanks for the reply-
Could you be a bit more specific? What part of which file of the S. Holstein do I need to change to what?
thanks again
Plissken_04
09-01-12, 09:15 PM
It could also be a problem with the Averoff Guns,there is a Averoff Guns Fix made by Privateer,you could test this.
Download here
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/PRIVATEER/
Username & Password in my Signature!!!
So Long
Maik
the_frog
09-02-12, 05:12 AM
Since it's the main 3D model that causes the problem, all other files than the *.dat (*.sim., *.zon, *.val, *.dsd) are affected, too. To have save models, better change all IDs, either of the Averoff or the S-H. That can be done easily using the Silent3ditor (S3D) => "re-mapping IDs". It works by adding a randon number to all IDs; the procedure needs to be carried for all files of a given model.
Or go the easy way and release one of the two models.
OK, I changed the node id for the S Holstein and that ship is working fine now. The Averoff appears in the museum now without crashing, but now the hull is completely invisible, and only the guns and mast are floating above the water. Any idea on how to fix this?
thanks
the_frog
09-02-12, 01:18 PM
Did you re-map all IDs of the the S-H or did you change only the ID of the main node? Note, those IDs are interlinked so changing one is no solution ...
Madox58
09-02-12, 02:21 PM
It could also be a problem with the Averoff Guns,there is a Averoff Guns Fix made by Privateer,you could test this.
Download here
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/PRIVATEER/
Username & Password in my Signature!!!
So Long
Maik
The Averoff Guns never had a fix. That file was for the Guns before they were rolled into GWX 3.
Did you re-map all IDs of the the S-H or did you change only the ID of the main node? Note, those IDs are interlinked so changing one is no solution ...
I'll try again when I get back- when I reset all of the ID's, I lost the textures and the model was white. Maybe I did something wrong. Changing only the main one fixed the S-H but left the Averoff messed up. I'll check it out again.
I give up. I've redone the ID for everything possible in the S-H, and the Averof is still sitting too low in the water with an invisible hull. Would it be possible for someone to upload a copy of the two, which will play nice with eachother?
thanks
Hi andqui,
i've uploaded a cloned Averof. You can download it HERE (http://www.mediafire.com/?xk66jukjuengcjy). It is cloned with Pack3D so all chunks in the DAT have new ID's and all chunks in the SIM, ZON, DSD, VAL have new parent-ID's.
Restore the original Schleswig-Holstein and replace your Averof with the new version. It runs fine.
Greetings
rowi58
Thanks alot. Everything is working now, with one minor exception. The Averof you sent me has the wrong type of main turrets- instead of the round, larger turrets, it uses what looks like a smaller, more "modern" one, like on the German heavy cruisers I think. When I disable it, the turrets on the Averof go back to the large, round pre-dreadnought type. Do you know what might be causing the wrong assignment?
thanks again
the_frog
09-03-12, 03:08 PM
The Averof model rowi sent has still the original *.eqp file, which was prepared before the correct turrets were created. So, open the two *.eqp file with a text editor, compare them, if refering to same nodes, replace either the file with the desired one or if not copy the reference of the desired items to the the nodes in question.
Everything's working now. Thanks for the help.
the_frog
09-04-12, 09:49 AM
:woot:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.