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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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