finiteless Posted August 20, 2004 Posted August 20, 2004 Tired of your 1.02 fluffy clouds disappearing when you don’t want them to? Well, I found out how to fix this annoying bug! It had to do with the LandLodDistances settings L01 and L12 not being set properly, but now the clouds no longer disappear. Download the file given below if you also want your clouds back. Backup your original, then place this new file within the folder …\Ubisoft\Eagle Dynamics\Lock On\Config graphics.cfg file cloud fix (BTW, I use medium visual range setting with a 9800XT) -- start_position = {-61, 1.2, -70}; start_position = {-180, 10.2, 630}; start_position = {-153.5, 0.1, 438}; start_position = {-60, 0.2, -60}; start_position = {0, 0.2, 0}; PlugIns { Renderer = "DXRenderer.dll"; Plugin1 = "MitkaGraphics.dll"; Plugin2 = "ZweiBlau.dll"; Plugin3 = "AVIMaker.dll"; Plugin4 = "Weather.dll"; GrEffects = "Effects.dll"; Plugin5 = "RenderEffects.dll"; } DisplayMode { resolution = {1024, 768}; bpp = 16; fullscreen = 1; aspect = 1.333333373; Interface { resolution = {1024, 768}; bpp = 16; fullscreen = 1; } Simulation { resolution = {1024, 768}; bpp = 16; fullscreen = 1; aspect = 1.333333373; } } SurfaceMaterials { file = ".\\Bazar\\Graphics\\Materials\\mfd.lma"; file = ".\\Bazar\\Graphics\\Materials\\map.lma"; file = ".\\Bazar\\Graphics\\Materials\\infrared.lma"; FixedPipeline { file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } SWPipelineNoFog { file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } SWPipeline { file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma"; } SWPipeline { file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } } Precaching { around_camera = 20000; around_objects = 12500; around_types = {"world", "point"}; preload_types = {"map"}; } TexturePaths { path = ".\\Bazar\\TempTextures\\"; path = ".\\Bazar\\Effects\\WaterNormals\\"; path = ".\\Bazar\\TestTextures\\"; } ModelDescriptions = ".\\Bazar\\ModelLOD.txt"; ModelPaths { path = ".\\Bazar\\World\\Shapes\\"; path = ".\\Bazar\\Terrain\\Structures\\High\\"; } Camera { current = "Medium"; Low { near_clip = 4; far_clip = 60000; structures = {30, 2000}; trees = {60000, 3000}; dynamic = {300, 20000}; objects = {3000, 40000}; mirage = {3000, 10000}; surface = {10000, 50000}; lights = {50, 10000}; lod = 0.7; } Medium { near_clip = 0.25; middle_clip = 5; far_clip = 80000; structures = {75, 5000}; trees = {100000, 5000}; dynamic = {300, 20000}; objects = {5000, 80000}; mirage = {5000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; lod = 2.5; } High { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {200, 10000}; trees = {200000, 20000}; dynamic = {300, 20000}; objects = {5000, 80000}; mirage = {5000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; lod = 1.5; } } ShadowLevel = 3; LightsLevel = 2; MirrorsLevel = 1; TextureLevel = 2; WaterQuality = 0; FogQuality = 1; SceneFile = "High"; TextureCollections { highFolder = ".\\Bazar\\TempTextures\\"; Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds"; Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds"; summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds"; summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds"; Collection2 = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds"; Collection3 = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds"; Collection4 = ".\\Bazar\\World\\WorldTexturesTGA.cdds"; Collection5 = ".\\Bazar\\World\\WorldTexturesBMP.cdds"; Collection11 = ".\\Bazar\\World\\WorldTexturesBMP1.cdds"; Collection6 = ".\\Bazar\\World\\ShipTexturesBMP.cdds"; Collection7 = ".\\Bazar\\World\\ShipTexturesTGA.cdds"; Collection8 = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds"; Collection9 = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds"; Collection10 = ".\\Bazar\\Effects\\effects.cdds"; Collection12 = ".\\Bazar\\World\\Cockpit-SU39-TexturesBMP.cdds"; Collection13 = ".\\Bazar\\World\\Cockpit-SU39-TexturesTGA.cdds"; Collection14 = ".\\Bazar\\World\\WorldTexturesTGA1.cdds"; } bSummer = 1; RenderStates { Folder = ".\\Bazar\\Graphics\\"; Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg"; DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin"; } MaterialAliasFile { GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma"; GF3 = ".\\materials_TT.lma"; GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma"; } landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2"; BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn"; roads { road = ".\\Bazar\\Terrain\\Roads\\roads.rn2"; road = ".\\Bazar\\Terrain\\Roads\\rails.rn2"; } superficial { file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup"; map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup"; map = ".\\Bazar\\Terrain\\Map\\map_lep.sup"; map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup"; map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup"; map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_en.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.sup"; } ru { map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup"; } LandLodDistances { LandDay { L01 = 12500; L12 = 30000; } LandNight { L01 = 12500; L12 = 30000; } Map { L01 = 100000; L12 = 200000; L23 = 300000; L34 = 400000; L45 = 500000; } MapAlt { L01 = 100000; L12 = 200000; L23 = 300000; L34 = 400000; L45 = 500000; } MapTex { L01 = 100000; L12 = 200000; L23 = 300000; L34 = 400000; L45 = 500000; } MFD { L01 = 12500; L12 = 30000; } } LModelFiles { lmf = ".\\Bazar\\Terrain\\Structures\\model.lm"; lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm"; } LandTextureLighting = 1; LandSunFactor = 0.85; OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.6; noisemin = 0.1; } NoiseStrip { min = 2095; max = 2505; } ScreenshotQuality = 90; ScreenshotExt = "jpg"; EffectOptions = 3; Exhaust = 1; ShadowDensity = 0.75; PilotName = "No"; FogParam1 = 10; FogParam2 = 1.; ObjectFogMultiplier = 0.5; CivilianRoutes = ""; PilotNames = 0;
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