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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Dec 2008
Location: Prince George BC, Canada
Posts: 83
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im having a persistant problem with the 16x atmosphere for gwx 3 whenever i enable it i get a black sky instead of proper blue
i had this problem with gwx 2 but never solved it and just played on 8x instead but then improved 16x looks so nice i really wanna get it working im not using any other real enviroment mods or sky mods so im not sure what the issue is any ideas? ![]() Last edited by goggles; 02-18-09 at 12:01 AM. |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
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Are you using sh3 commander?
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#3 |
Loader
![]() Join Date: Dec 2008
Location: Prince George BC, Canada
Posts: 83
Downloads: 18
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yes i am
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#4 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
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Just open your JSGME, unselect the 16k mod and reselect it again. It should get ridd of it.
Everytime it happens, I do that. It's something from SH3 cmdr that affects the 16k atmosphere mod. |
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#5 |
Loader
![]() Join Date: Dec 2008
Location: Prince George BC, Canada
Posts: 83
Downloads: 18
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nope that didnt fix it
maby one of my other mods? im using jsgme with sh commandert with the proper cfg files here my mod list in order: gwx 16x atmosphere gwx alternate loadscreen gwx integrated orders gwx late war sensors gwx das boot main movie gwx no medals on crew gwx ships buoyance and draught mod racerboys sh4 effects for gwx 3 lifeboats and debris mod lifeboat compatability for racerboys sh4 effects racerboys enhancedoilexplosion torpedo damage v2.0 thomsens ships v3.1 st naziaire neu gwx any thing that might cause this? also i seem to be getting ctd on starting a patrol now |
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#6 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,721
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Generally it's a mix up between 8 & 16k versions of the skycolor Env files or the Scene.dat file, I'm not familiar with some of those mods, just check them out one by one till you find the one causing the problem.
![]() What I would do is roll back SH3 Commander then run SH3 only, select the Navigation academy & check it out, if problem is there then quit the mission, Alt-Tab run JSGME & disable a few mods, then go back in to SH3 and run mission again, keep going till the fault is gone, will then be easy to narrow it down. ![]() ![]()
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#7 |
Loader
![]() Join Date: Dec 2008
Location: Prince George BC, Canada
Posts: 83
Downloads: 18
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ah thanks i narrowed it down to the st nazaire mod
got it working fine now NOTE! this mod:http://www.subsim.com/radioroom/showthread.php?t=143459 does not work with gwx 3 thanks for help guys ![]() |
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#8 | |
Grey Wolf
![]() Join Date: Mar 2008
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#9 |
Eternal Patrol
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Yes that one does work with 3.whatever. I use it with no problems.
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“Never do anything you can't take back.” —Rocky Russo |
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#10 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,721
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Nothing like a bit of reverse engineering, got the St Nazaire Mod going in my souped up GWX 1.03 version, well over 200 mods now!
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Sub captains go down with their ship! |
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#11 | |
Chief
![]() Join Date: Jan 2008
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Chers
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#12 |
Loader
![]() Join Date: Dec 2008
Location: Prince George BC, Canada
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they all seem to be working toghter quite well so far 7 patrols into a new career and no issues yet
racerboys enhanced oil explosions is included in his effects pack in the optional folder its basically over the top explosions on tankers and such http://www.subsim.com/radioroom/showthread.php?t=136018 thomsens ships also seems to be working fine with gwx |
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