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Posted
http://www.flickr.com/photos/d.../3593896756/sizes/l/

Anybody know what's going on with the textures? Only happens when there is overcast sky.

Any remedies and suggestions for low FPS would be a bonus of course.

AMD Phenom II x4 940 3.0GHz
V3.0.642.0
ASUS M4A79 Deluxe BIOS 1402 04/23/2009
790FX/SB750
GeIL Evo One 4GB (2 x 2GB) 240-Pin DDR2 SDRAM DDR2 @ 800
ASUS EAH4870 DK/HTDI/1GD5 Radeon HD 4870 CCC version 9.3
CORSAIR CMPSU-750TX 750W ATX12V / EPS12V
Western Digital Caviar Black WD5001AALS 500GB 7200 RPM 32MB Cache SATA 3.0Gb
Vista X64 SP1

Dragos
 
Posts: 27 | Registered: Mon May 03 2004Reply With QuoteEdit or Delete MessageReport This Post
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looks like it just reverted to low LOD
 
Posts: 512 | Registered: Sun July 31 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Which brings me to my next two questions. Why did it revert to low LOD and what is LOD?
 
Posts: 27 | Registered: Mon May 03 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Crunch_
Posted Hide Post
How to set ground detail

No idea why yours are low detail. Did you install a recent mod that tries to optimize graphics?
 
Posts: 82 | Registered: Sun December 02 2007Reply With QuoteEdit or Delete MessageReport This Post
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Ah... Did some more research and turns out LOD stands for level of detail. No but seriously, found two graphics.cfg files. One in Lock On/Config and the other in Lock On/Backup_1.1/config

Tried adjusting the LOD in both files simultaneously from default

LandLodDistances
{
LandDay
{
L01 = 10000;
L12 = 40000;
}
LandNight
{
L01 = 8000;
L12 = 15000;

To

LandLodDistances
{
LandDay
{
L01 = 10000;
L12 = 40000;
}
LandNight
{
L01 = 10000;
L12 = 40000;

And finally

LandLodDistances
{
LandDay
{
L01 = 10000;
L12 = 40000;
}
LandNight
{
L01 = 16000;
L12 = 50000;

These had no changes in the game what so ever. Saved and restarted the game after each change. Do I need to reboot the computer? Am I modifying the wrong file?? This can't be that hard to correct. Very annoying though!

Dragos
 
Posts: 27 | Registered: Mon May 03 2004Reply With QuoteEdit or Delete MessageReport This Post
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No mods, just version 1.12 I believe.
 
Posts: 27 | Registered: Mon May 03 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Crunch_
Posted Hide Post
Dont worry about the graphics.cfg in your backup folder as it is just that, a backup folder.

No, you dont have to restart your PC, only Lockon. Try 30000 / 50000 and see what that does.
 
Posts: 82 | Registered: Sun December 02 2007Reply With QuoteEdit or Delete MessageReport This Post
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Crunch tried those settings and no changes.

Do I have to click "Apply changes" somewhere or is there another .cgf file under user profiles?? No matter what I do to that graphics file I see no changes in the game.

After I change it, I save the file, (went back a couple of times and double checked that my values were changed after saving it) and then restart the game. Tried re booting the CPU a few times, still nothing.

Can somebody copy and paste the default graphics.cgf file.

Dragos
 
Posts: 27 | Registered: Mon May 03 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Crunch_
Posted Hide Post
Are you using any mods or programs like LOCFG? There is no other graphics.cfg besides the one at \LockOn Fresh\Config unless you are using LOCFG or something similiar. Here is the default file. I gues you could always re-install


start_position = {5, 1.2, 370};
start_position = {-61, 1.2, -70};
start_position = {-124, 2.2, 417};
start_position = {0, 1.2, 0};
start_position = {-59, 2.2, -51};
start_position = {-164, 2.1, 460};
start_position = {-180, 10, 620};
start_position = {-54.62, 1.28, -12.29};
start_position = {-36, 3.4, 21};
start_position = {-25, 1.2, 60};
PlugIns
{
Renderer = "DXRendererD.dll";
Plugin1 = "MitkaGraphicsD.dll";
Plugin2 = "ZweiBlauD.dll";
Plugin3 = "AVIMakerD.dll";
Plugin4 = "WeatherD.dll";
Plugin5 = "RenderEffectsD.dll";
GrEffects = "EffectsD.dll";
}
sturtup_texture = ".\\FUI\\Common\\StartImage.bmp";
DisplayMode
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 0;
aspect = 1.3333;
Interface
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 0;
}
Simulation
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 0;
aspect = 1.3333;
}
}

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 = 10000;
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 = 0.2;
middle_clip = 4;
far_clip = 80000;
structures = {40, 5000};
trees = {100000, 6000};
dynamic = {300, 20000};
objects = {3000, 50000};
mirage = {3000, 15000};
surface = {14000, 80000};
lights = {100, 30000};
lod = 1;
}
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 = 2;
LightsLevel = 2;
MirrorsLevel = 1;
TextureLevel = 2;
WaterQuality = 2;
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";
Collection3 = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds";
Collection4 = ".\\Bazar\\Terrain\\Surface\\High\\shadows.cdds";
Collection5 = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";
Collection6 = ".\\Bazar\\World\\WorldTexturesTGA.cdds";
Collection7 = ".\\Bazar\\World\\WorldTexturesBMP.cdds";
Collection13 = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";
Collection8 = ".\\Bazar\\World\\ShipTexturesBMP.cdds";
Collection9 = ".\\Bazar\\World\\ShipTexturesTGA.cdds";
Collection10 = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";
Collection11 = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";
Collection12 = ".\\Bazar\\Effects\\effects.cdds";
}
bSummer = true;

Shapes
{
folder = ".\\Bazar\\";
table = "shadows.sht";
temp_table = ".\\Bazar\\Shapes.bin";
cmd_path = ".\\Bazar\\Terrain\\Structures\\High\\";
}
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";
GF3 = ".\\Bazar\\Graphics\\Materials\\materials_sh.lma";
GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma";
}
ShadowPalette = "pal.pal";
landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2";

BinScene = ".\\Bazar\\Terrain\\Scenes\\high.scn";
BinScene = ".\\Bazar\\Terrain\\Scenes\\lamps.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 = 10000;
L12 = 40000;
}
LandNight
{
L01 = 8000;
L12 = 15000;
}
Map
{
L01 = 16000;
L12 = 50000;
L23 = 100000;
L34 = 200000;
L45 = 400000;
}
MapAlt
{
L01 = 16000;
L12 = 50000;
L23 = 100000;
L34 = 200000;
L45 = 400000;
}
MapTex
{
L01 = 16000;
L12 = 50000;
L23 = 100000;
L34 = 200000;
L45 = 400000;
}
MFD
{
L01 = 10000;
L12 = 25000;
}
}
LModelFiles
{
lmf = ".\\Bazar\\Terrain\\Structures\\testmodel.lm";
lmf = ".\\Bazar\\Terrain\\Structures\\model.lm";
lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm";
}
LandTextureLighting = 1;
LandSunFactor = 0.7;
OldLandNoise
{
perSquare = 5;
perSquare2 = 150;
front = 1000;
back = 8000;
top = 2500;
bottom = 2000;
map_high = 20000;
noisemax = 0.6;
noisemin = 0.1;
}
NoiseStrip
{
min = 2095;
max = 2505;
}

ScreenshotQuality = 90;
ScreenshotExt = "jpg";
EffectOptions = 3;
Exhaust = 0;
ShadowDensity = 0.6;
PilotName = "No";

FogParam1 = 12;
FogParam2 = 1.1;

//MaxFPS = 60;

CivilianRoutes = ".\\Bazar\\Routes\\";
 
Posts: 82 | Registered: Sun December 02 2007Reply With QuoteEdit or Delete MessageReport This Post
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