Jump to content
Sign in to follow this  
finiteless

Disappearing clouds in 1.02 fixed!

Recommended Posts

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;

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..