War Thunder 3D Fix..
  3 / 8    
ok will do. do you remember the version of the fix it did that in with the clouds and the hoitkey?
ok will do. do you remember the version of the fix it did that in with the clouds and the hoitkey?

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#31
Posted 04/03/2017 08:11 PM   
[quote="The_Nephilim"]ok will do. do you remember the version of the fix it did that in with the clouds and the hoitkey?[/quote] Not sure I understand the question. I am running a mix of all 3 of your releases at the moment. The files in the zip I sent to you will give you an exact copy of the combination I am running at the moment. The skies work for tanks and planes I just need to press '-' key to get the skies working. Outstanding problems are smoke/dust halos and tag positions. At high seperations a dark veil can appear falling like a weird shadow across the landscape starting on the horizon. This is one of the issues from about 2 years ago that we learned to live with by keeping seperation low. I wouldn't want to burden you with trying to find a fix for that. Halo fix would be really good though. Did you mention a shader fix I could try for that or is it not ready yet? No hurry, just grateful for your assistance.
The_Nephilim said:ok will do. do you remember the version of the fix it did that in with the clouds and the hoitkey?


Not sure I understand the question. I am running a mix of all 3 of your releases at the moment. The files in the zip I sent to you will give you an exact copy of the combination I am running at the moment. The skies work for tanks and planes I just need to press '-' key to get the skies working.

Outstanding problems are smoke/dust halos and tag positions. At high seperations a dark veil can appear falling like a weird shadow across the landscape starting on the horizon. This is one of the issues from about 2 years ago that we learned to live with by keeping seperation low. I wouldn't want to burden you with trying to find a fix for that. Halo fix would be really good though. Did you mention a shader fix I could try for that or is it not ready yet? No hurry, just grateful for your assistance.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#32
Posted 04/03/2017 08:43 PM   
Well what I ment was do you remember the exact shader you used to get the clouds to separate?? If we can find that shader I might be able to fix it at least we know it was adjustable.. I am still working on the fix for Halos but could we could disable a shader but not effect the smoke but I would have to test that theory.. Now sure what you are talking about a dark veil on the Horizon?? I have my sepeartion very high and I also use a Depth Hack which increases the depth over the stock NVidia depth.. I also have a slightly positive over zero convergence.. Also can you gimme some notes on those pics you sent would be helpful if I know what to look for as you may see something I don't?? # 69. looks great except for the Halo around the smoke and trees plus the edge is black on the left vertical?? Also the smaller reticle does not have sepeartion but I was working on that too.. I seen something like that before, Do you have Post Processing enabled?? #70. same as Pic #69... #73. Is this the black veril you where referring too?? If so where can I see this mission, I have yet too see nightfall in tank ir plane??
Well what I ment was do you remember the exact shader you used to get the clouds to separate?? If we can find that shader I might be able to fix it at least we know it was adjustable..

I am still working on the fix for Halos but could we could disable a shader but not effect the smoke but I would have to test that theory..

Now sure what you are talking about a dark veil on the Horizon?? I have my sepeartion very high and I also use a Depth Hack which increases the depth over the stock NVidia depth.. I also have a slightly positive over zero convergence..

Also can you gimme some notes on those pics you sent would be helpful if I know what to look for as you may see something I don't??

# 69. looks great except for the Halo around the smoke and trees plus the edge is black on the left vertical?? Also the smaller reticle does not have sepeartion but I was working on that too.. I seen something like that before, Do you have Post Processing enabled??


#70. same as Pic #69...


#73. Is this the black veril you where referring too?? If so where can I see this mission, I have yet too see nightfall in tank ir plane??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#33
Posted 04/03/2017 10:30 PM   
The purpose of the aircraft picture was just to show the sky with clouds in aircraft area as you asked if I was sure it was it was working. Edit ** See post #37 below ** The two tank pictures were just to show the halo issue as it showed that any object in front of smoke caused halo effect. Initially I thought it was related to the tank . I haven't tried to show the veil which is also linked to shadows appearing on distant hills as I figured that was being greedy considering how much you are already doing. If you are interested however I can show pictures of it later. The black lines at edge of sky weren't visible at the time of the screenshot - I was surprised to see them in the picture. The Postfx cannot be turned off in this game just adjusted. They are found by a tab bottom left when graphics option is selected in menu. Night scenarios are extremely rare as people do not like them as little can be seen. Again I am very excited by the prospect of you being able to fix the halo effect as that would open the door to big separation tanks in action. Did my combination of your fixed shaders files sort out your sky box issues? My friends and I are all eagerly following your progress as people with your skills are as rare as hens teeth. Anything I can do to help just ask meanwhile I'll carry on tweaking, mixing and testing at this end. I will also try to get more meaningful screenshots to illustrate what I am seeing at my end.
The purpose of the aircraft picture was just to show the sky with clouds in aircraft area as you asked if I was sure it was it was working. Edit ** See post #37 below **

The two tank pictures were just to show the halo issue as it showed that any object in front of smoke caused halo effect. Initially I thought it was related to the tank .

I haven't tried to show the veil which is also linked to shadows appearing on distant hills as I figured that was being greedy considering how much you are already doing. If you are interested however I can show pictures of it later.

The black lines at edge of sky weren't visible at the time of the screenshot - I was surprised to see them in the picture.

The Postfx cannot be turned off in this game just adjusted. They are found by a tab bottom left when graphics option is selected in menu.

Night scenarios are extremely rare as people do not like them as little can be seen.

Again I am very excited by the prospect of you being able to fix the halo effect as that would open the door to big separation tanks in action.

Did my combination of your fixed shaders files sort out your sky box issues?

My friends and I are all eagerly following your progress as people with your skills are as rare as hens teeth. Anything I can do to help just ask meanwhile I'll carry on tweaking, mixing and testing at this end. I will also try to get more meaningful screenshots to illustrate what I am seeing at my end.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#34
Posted 04/04/2017 07:03 AM   
Ok, this morning my skies were broken. The '-' key was a red herring and not related to working or broken skies. The real factor, for me at least, is the transition from main screen to combat arenas. If I have a low setting for sep and conv and then make the transition to combat arena the skies are good on arrival. I can then raise separation and/or convergence (I use preset keys for this) to wherever I like them. Conversely a high setting prior to transition and they are broken on arrival and can't be 'repaired' by changeing settings. Tank problems are smoke/fire halos (in one shader file) and tag depth (one shader file). Aircraft problem is that cloud depth changes as separation is increased (and convergence lowered to bring cockpit to correct setting). At low settings sep =<5 everything looks great but small 3D cockpit. At high sep settings the clouds are at the wrong depth i.e too close although the cockpit is life sized big 3D. On the Pacific Map there were no veils or bad shadows. I will check German Map where they appeared yesterday later. I intend to also check out your v2 sky shader now as I remember it was set 'further back' which might help aircraft sky issue. I have taken a couple of screenshots to illustrate my points about aircraft map sky shader (v1) and also tag depth for tanks (78/79). Unfortunately looking at the aircraft screenshots (73/69) they don't show the problem well enough perhaps as they are low res and static or more likely they are displayed with settings fixed by Nvidia Viewer. Either way they look different from what I was seeing in game so don't really help to make my point.
Ok, this morning my skies were broken. The '-' key was a red herring and not related to working or broken skies.

The real factor, for me at least, is the transition from main screen to combat arenas. If I have a low setting for sep and conv and then make the transition to combat arena the skies are good on arrival. I can then raise separation and/or convergence (I use preset keys for this) to wherever I like them. Conversely a high setting prior to transition and they are broken on arrival and can't be 'repaired' by changeing settings.

Tank problems are smoke/fire halos (in one shader file) and tag depth (one shader file).

Aircraft problem is that cloud depth changes as separation is increased (and convergence lowered to bring cockpit to correct setting). At low settings sep =<5 everything looks great but small 3D cockpit. At high sep settings the clouds are at the wrong depth i.e too close although the cockpit is life sized big 3D.

On the Pacific Map there were no veils or bad shadows. I will check German Map where they appeared yesterday later. I intend to also check out your v2 sky shader now as I remember it was set 'further back' which might help aircraft sky issue.

I have taken a couple of screenshots to illustrate my points about aircraft map sky shader (v1) and also tag depth for tanks (78/79). Unfortunately looking at the aircraft screenshots (73/69) they don't show the problem well enough perhaps as they are low res and static or more likely they are displayed with settings fixed by Nvidia Viewer. Either way they look different from what I was seeing in game so don't really help to make my point.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#35
Posted 04/04/2017 08:54 AM   
Well after much testing I am making much better progress. The key for me is making a good transition as I described earlier. I switch to s2 c8.8 on my x key before moving into combat arena. The tank sky is pretty much unbreakable now and solid up to separation 65. The aircraft sky starts going off after s6. Shader b0b69.... displays the cumulus clouds (air arena) and that is the one that needs fixing. I suspect you already know this. Initially there was a skip in v1 .ini file although the shader file b0b69 also appears in v1 and v2 shader fixes. In v3 shader fixes it appears again but now it has been changed to remove clouds hence the blue skies. After I removed the skip from .ini and reinstated v1 b0b69 my clouds returned but they do not like high separation. I'm sure you know all this but I mention it anyway so that we are sure to be on the same page. I think that the veil problem now only appears in higher separation external aircraft views. It is therefore now a minor issue. It used to appear while in cockpit at almost any separation which was horrendous.
Well after much testing I am making much better progress.

The key for me is making a good transition as I described earlier. I switch to s2 c8.8 on my x key before moving into combat arena. The tank sky is pretty much unbreakable now and solid up to separation 65.

The aircraft sky starts going off after s6. Shader b0b69.... displays the cumulus clouds (air arena) and that is the one that needs fixing. I suspect you already know this. Initially there was a skip in v1 .ini file although the shader file b0b69 also appears in v1 and v2 shader fixes. In v3 shader fixes it appears again but now it has been changed to remove clouds hence the blue skies. After I removed the skip from .ini and reinstated v1 b0b69 my clouds returned but they do not like high separation. I'm sure you know all this but I mention it anyway so that we are sure to be on the same page.

I think that the veil problem now only appears in higher separation external aircraft views. It is therefore now a minor issue. It used to appear while in cockpit at almost any separation which was horrendous.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#36
Posted 04/04/2017 12:52 PM   
Just retested your version 3 file. You have still skipped b0b69... shader in .ini file - so no clouds in air combat. Shader fix b0b69... displays no clouds in v3 - swap back to shader fix bob69... from v1. Now you can make changes to shader b0b69... and check their effect. Again I'm sorry if you are already past this point please ignore my post if that is the case. I always think it is better to cover the obvious rather than miss something.
Just retested your version 3 file.

You have still skipped b0b69... shader in .ini file - so no clouds in air combat.

Shader fix b0b69... displays no clouds in v3 - swap back to shader fix bob69... from v1.

Now you can make changes to shader b0b69... and check their effect.

Again I'm sorry if you are already past this point please ignore my post if that is the case. I always think it is better to cover the obvious rather than miss something.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#37
Posted 04/04/2017 01:33 PM   
OK Let us focus on 1 thing the Cumulus clouds in the air combat file number b0b697a3c3331096. Now you said at some point this was fixed?? IF so can you send me the file or tell me I think you said v1 was fixed?? I ask because I tried putting in that clouad fix and there was NO Speration in the cloud fix.. This is why I disabled it. because it does not go into stereo and I am working on getting that.. Currently I am working on the Hlaos and I think I but all tracked those down just need to apply the fixes and look to see if they are indeed fixed.. But lets focus on thos clouds first..
OK Let us focus on 1 thing the Cumulus clouds in the air combat file number b0b697a3c3331096. Now you said at some point this was fixed??

IF so can you send me the file or tell me I think you said v1 was fixed?? I ask because I tried putting in that clouad fix and there was NO Speration in the cloud fix..

This is why I disabled it. because it does not go into stereo and I am working on getting that.. Currently I am working on the Hlaos and I think I but all tracked those down just need to apply the fixes and look to see if they are indeed fixed..

But lets focus on thos clouds first..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#38
Posted 04/04/2017 11:11 PM   
Well I am wondering should I make some preset for swapping sep/conv in the main menu and ingame?? or did you say you did that.. I do have to tell you the clouds in the Aircraft world are not in S3D.. that could be why you are having issues between the worlds.. The screenshot of the tank looks good and I do believe I fixed those red markers for the tank at least in the tutorial they are fixed.. The smaller circle reticle seems unfixable as do the Clouds I tried everything and all the different code I have.. I will host the current fix here ok: https://s3.amazonaws.com/nephilim3d/v1.0.0+War+Thunder+3D+fix.7z let me know how it looks..
Well I am wondering should I make some preset for swapping sep/conv in the main menu and ingame?? or did you say you did that..

I do have to tell you the clouds in the Aircraft world are not in S3D.. that could be why you are having issues between the worlds..

The screenshot of the tank looks good and I do believe I fixed those red markers for the tank at least in the tutorial they are fixed..

The smaller circle reticle seems unfixable as do the Clouds I tried everything and all the different code I have..

I will host the current fix here ok:


https://s3.amazonaws.com/nephilim3d/v1.0.0+War+Thunder+3D+fix.7z


let me know how it looks..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#39
Posted 04/05/2017 03:38 AM   
Ok, I've been testing all day before I finally realised that we were looking at different games. It was only when I switched to something nearer your settings (I used Sep 33 Conv 0.3 for that) that I realised just how broken the Air part of the game actually is. The clouds which I thought were good were not even in 3D and that is why you had turned them off. I thought it was a result when I switched them back on. But they were not the worst thing. The worst thing for me were the one eye only shadows and horizon 'haze' which really distracted followed by the non 3D marker tags used for objects (ships, tanks, planes etc). However with a marker fix and I see you've managed to get them to be 3D at least, this part of the game would at least be playable at low Sep/Conv settings. Grand job fixing those double image aircraft btw. The tank part of the game is not that far from being fixed luckily. Again the markers are not working properly yet but the right marker follows the tank to the right but the left is moving a much lesser distance to the left dislocating the 3D combined image by quite a long way dependant upon the distance of the viewer from the object itself. The good news is that you have made the 2D marker into now a 3D marker. I would love to know how that is done. Unfortunately the halo was only fixed by reverting to the original with the tank fire, smoke and flame reverting to being screwed up. I guess the halo fix is proving to be a nightmare as I have followed your discussion in the forum. I am so frustrated by my inability to contribute in the coding that I ordered a book on the subject this morning as I feel I might learn better if at least I could grasp the assembler language first. To summarise, do you think you might be able to get the markers working and what, if any chance, is there of a halo fix? Again I can only offer my thanks and wish you GL as presently I am completely unable to help with any coding.
Ok, I've been testing all day before I finally realised that we were looking at different games.

It was only when I switched to something nearer your settings (I used Sep 33 Conv 0.3 for that) that I realised just how broken the Air part of the game actually is. The clouds which I thought were good were not even in 3D and that is why you had turned them off. I thought it was a result when I switched them back on. But they were not the worst thing. The worst thing for me were the one eye only shadows and horizon 'haze' which really distracted followed by the non 3D marker tags used for objects (ships, tanks, planes etc). However with a marker fix and I see you've managed to get them to be 3D at least, this part of the game would at least be playable at low Sep/Conv settings. Grand job fixing those double image aircraft btw.

The tank part of the game is not that far from being fixed luckily. Again the markers are not working properly yet but the right marker follows the tank to the right but the left is moving a much lesser distance to the left dislocating the 3D combined image by quite a long way dependant upon the distance of the viewer from the object itself. The good news is that you have made the 2D marker into now a 3D marker. I would love to know how that is done. Unfortunately the halo was only fixed by reverting to the original with the tank fire, smoke and flame reverting to being screwed up. I guess the halo fix is proving to be a nightmare as I have followed your discussion in the forum. I am so frustrated by my inability to contribute in the coding that I ordered a book on the subject this morning as I feel I might learn better if at least I could grasp the assembler language first.

To summarise, do you think you might be able to get the markers working and what, if any chance, is there of a halo fix?

Again I can only offer my thanks and wish you GL as presently I am completely unable to help with any coding.

Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#40
Posted 04/05/2017 04:20 PM   
[quote="The_Nephilim"]Well I am wondering should I make some preset for swapping sep/conv in the main menu and ingame?? or did you say you did that.. I do have to tell you the clouds in the Aircraft world are not in S3D.. that could be why you are having issues between the worlds.. The screenshot of the tank looks good and I do believe I fixed those red markers for the tank at least in the tutorial they are fixed.. The smaller circle reticle seems unfixable as do the Clouds I tried everything and all the different code I have.. I will host the current fix here ok: https://s3.amazonaws.com/nephilim3d/v1.0.0+War+Thunder+3D+fix.7z let me know how it looks..[/quote] Hey The_Nephilim. I only played through the tutorial missions. But I was able to add to your fix a little bit: - The smaller circle reticle is actually a stereo crosshair. (it's strange that this game has, like, 6 crosshairs and 3 of them are stereo). So I just applied the Prime Directive to the stereo crosshairs. - Fixed various haloing & screendepth effects (smoke, fire, dust, bomb impacts.. etc) - Stretched out some of the skyboxes that were pushed in depth (to remove the black bars on the side). - Added a HUD / UI toggle. Press the Forward Slash (/) key to turn HUD & UI on/off. - The cumulus clouds have to be edited in the PS. I'm not sure I'll be able to fix this. I started placing the stereo formula at various places and I was able to place the clouds in depth. But it also caused haloing, so this still needs further work (shader disabled for now). https://s3.amazonaws.com/4everAwake/WIP_War_Thunder.zip
The_Nephilim said:Well I am wondering should I make some preset for swapping sep/conv in the main menu and ingame?? or did you say you did that..

I do have to tell you the clouds in the Aircraft world are not in S3D.. that could be why you are having issues between the worlds..

The screenshot of the tank looks good and I do believe I fixed those red markers for the tank at least in the tutorial they are fixed..

The smaller circle reticle seems unfixable as do the Clouds I tried everything and all the different code I have..

I will host the current fix here ok:


https://s3.amazonaws.com/nephilim3d/v1.0.0+War+Thunder+3D+fix.7z


let me know how it looks..


Hey The_Nephilim. I only played through the tutorial missions. But I was able to add to your fix a little bit:

- The smaller circle reticle is actually a stereo crosshair. (it's strange that this game has, like, 6 crosshairs and 3 of them are stereo). So I just applied the Prime Directive to the stereo crosshairs.
- Fixed various haloing & screendepth effects (smoke, fire, dust, bomb impacts.. etc)
- Stretched out some of the skyboxes that were pushed in depth (to remove the black bars on the side).
- Added a HUD / UI toggle. Press the Forward Slash (/) key to turn HUD & UI on/off.

- The cumulus clouds have to be edited in the PS. I'm not sure I'll be able to fix this. I started placing the stereo formula at various places and I was able to place the clouds in depth. But it also caused haloing, so this still needs further work (shader disabled for now).


https://s3.amazonaws.com/4everAwake/WIP_War_Thunder.zip

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#41
Posted 04/05/2017 07:58 PM   
Wow!! It is Christmas! :D For 3D tankers anyway. There is only one issue for tanks now which is one eye shadows on hilly areas. The markers are fixed, the halos gone and the smoke, fire and flames in the right place. Superb. You guys are amazing.. The aircraft still have the issue with one eye shadows across the landscape at higher 3D settings unfortunately but great progress all the same. I had lost hope of ever seeing this game in big 3D again. With 15 million players registered and 30-60 thousand online at any one time across the globe I think I'm not going to be the only one happy.
Wow!! It is Christmas! :D For 3D tankers anyway.

There is only one issue for tanks now which is one eye shadows on hilly areas. The markers are fixed, the halos gone and the smoke, fire and flames in the right place. Superb. You guys are amazing..

The aircraft still have the issue with one eye shadows across the landscape at higher 3D settings unfortunately but great progress all the same.

I had lost hope of ever seeing this game in big 3D again. With 15 million players registered and 30-60 thousand online at any one time across the globe I think I'm not going to be the only one happy.
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Win7 64 16GB I5-4570 Asus Z87-A
GTX 1080 Benq XL 27" 3DVision 2

#42
Posted 04/05/2017 09:28 PM   
Hey 4everawake I owe you man big time thank you so much ;) PM me your Paypal addy Ill buy you a 6pack of your favorite beer ;) THNX MAN.. @Flowbee, is there anywhere in the tutorials I can see that simmila area so mabe track down what is going on there with the one eye effect??
Hey 4everawake I owe you man big time thank you so much ;) PM me your Paypal addy Ill buy you a 6pack of your favorite beer ;) THNX MAN..

@Flowbee, is there anywhere in the tutorials I can see that simmila area so mabe track down what is going on there with the one eye effect??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#43
Posted 04/05/2017 10:16 PM   
Hey Guys, I was going through what was fixed and what I had found and disabled one came to light that might be a problem and we should look at it more closely.. This is the shader in question: 3fd34d7417570f67.. Now I noted this as a double image plane when flying in the Torpedo mission looking at my instructors plane it looked double with the glasses on so I just disabled it.. Now the problem is 4everawake noted this same shader as //floating hud-- capture zone letter noe I see we can not disable this effect but I am pretty sure we still might see the planes as double images I will need to check but I thought I would at least tell everybody.. I am going to go do that tutorial now to see if it is fixed or still broke.. But I did see the letter when I captured the tank area earlier..
Hey Guys,

I was going through what was fixed and what I had found and disabled one came to light that might be a problem and we should look at it more closely..

This is the shader in question: 3fd34d7417570f67.. Now I noted this as a double image plane when flying in the Torpedo mission looking at my instructors plane it looked double with the glasses on so I just disabled it..

Now the problem is 4everawake noted this same shader as //floating hud-- capture zone letter noe I see we can not disable this effect but I am pretty sure we still might see the planes as double images I will need to check but I thought I would at least tell everybody..

I am going to go do that tutorial now to see if it is fixed or still broke.. But I did see the letter when I captured the tank area earlier..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#44
Posted 04/05/2017 11:05 PM   
OK that shader that had the double image checked out.. guess the fix fixed it thnx again.. I am trying to figure out how to enable the cumuls clouds again.. I seen some lines that are remmed out but when I unrem I get an error beep when reloading the fix?? so how do I reenable the cumulus clods so they are in 3D??
OK that shader that had the double image checked out.. guess the fix fixed it thnx again.. I am trying to figure out how to enable the cumuls clouds again..

I seen some lines that are remmed out but when I unrem I get an error beep when reloading the fix??

so how do I reenable the cumulus clods so they are in 3D??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#45
Posted 04/05/2017 11:36 PM   
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