
SIM MOD Knowlege WIKI
The Internal Modability of "Lock On - Flamming Cliffs".
The Graphics.cfg File
Settings Explaned:
graphics.cfg LOFC 1.12a
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LOFC Graphics .cfg Make any comments on functionality in RED
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 = {1920, 1200}; ------------------------------ Resolution that is used in pixels width x height
bpp = 32; ------------------------------ Colour depth 16 or 32 bit
fullscreen = 1; ------------------------------ Windowed or Fullscreen mode 0= Windowed 1= Fullscreen
aspect = 1.333333373; ------------------------------ Screen aspect ratio 1.3 = a standard resolution type of 1024 x 768 for example. Widescreen resolutions such as 1920 x 1200 shown require 1.6 inserted to work correctly. FC resets these values every time a change is made
Interface ------------------------------ Part of the simulation that uses these settings below this contained in the {} (curly braces)
{
resolution = {1920, 1200};
bpp = 32;
fullscreen = 1;
aspect = 1.333333373;
}
Simulation
{
resolution = {1920, 1200};
bpp = 32;
fullscreen = 1;
aspect = 1.333333373;
}
AVI
{
resolution = {640, 480};
fullscreen = 0;
aspect = 1.3333;
}
}
SurfaceMaterials
{
file = ".BazarGraphicsMaterialsmfd.lma";
file = ".BazarGraphicsMaterialsmap.lma";
file = ".BazarGraphicsMaterialsinfrared.lma";
FixedPipeline
{
file = ".BazarGraphicsMaterialslandGf2.lma";
file = ".BazarGraphicsMaterialsmirrorGf2.lma";
}
SWPipelineNoFog
{
file = ".BazarGraphicsMaterialslandGf2.lma";
file = ".BazarGraphicsMaterialsmirrorGf2.lma";
}
SWPipeline
{
file = ".BazarGraphicsMaterialslandGf3.lma";
file = ".BazarGraphicsMaterialsmirrorGf3.lma";
}
SWPipeline
{
file = ".BazarGraphicsMaterialslandE3Gf2.lma";
file = ".BazarGraphicsMaterialsmirrorGf2.lma";
}
}
Precaching
{
around_camera = 100000;
around_objects = 10000;
around_types = {"world", "point"};
preload_types = {"map"};
}
TexturePaths
{
path = ".BazarTempTextures\";
path = ".BazarEffectsWaterNormals\";
path = ".BazarTestTextures\";
}
ModelDescriptions = ".BazarModelLOD.txt";
ModelPaths
{
path = ".BazarWorldShapes\";
path = ".BazarTerrainStructuresHigh\";
}
Camera
{
current = "Medium"; ------------------------------ Settings currently enabled in Lock On which reference the below (3 by default) choices
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; ------------------------------ LOD defines at what distance (in km) that the low resolution model is replaced by the high resolution model
}
Medium
{
near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;
structures = {40, 5000};
trees = {100000, 8000};
dynamic = {300, 20000};
objects = {3000, 50000};
mirage = {3000, 15000};
surface = {14000, 80000};
lights = {100, 30000};
lod = 1; ------------------------------ LOD defines at what distance (in km) that the low resolution model is replaced by the high resolution model
}
High
{
near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;
structures = {200, 10000};
trees = {200000, 20000};
dynamic = {300, 20000};
objects = {5000, 80000};
mirage = {500000, 20000};
surface = {1000, 10000};
lights = {200, 80000};
lod = 1.5; ------------------------------ LOD defines at what distance (in km) that the low resolution model is replaced by the high resolution model
}
}
ShadowLevel = 3;
LightsLevel = 2;
MirrorsLevel = 1;
TextureLevel = 2;
WaterQuality = 2;
FogQuality = 1;
SceneFile = "High";
TextureCollections
{------------------------------------------------------------------------------------------------------------------------------------------------- All CDDS files and their season settings - common = all seasons -- Sumer/winter/autumn/spring = .cdds textures only show up for those seasons. Making a cdds file; one
highFolder = ".BazarTempTextures\"; must set the season setting and cdds file name and enter it here, for LO to recognize it in it's proper selection.
common = ".BazarTerrainSurfaceHighLandTexturesBMP.cdds";
common = ".BazarTerrainSurfaceHighLandTexturesTGA.cdds";
spring = ".BazarTerrainSurfaceHighLandTexturesSprBMP.cdds";
spring = ".BazarTerrainSurfaceHighLandTexturesSprTGA.cdds";
common = ".BazarTerrainSurfaceHighLandTexturesSumBMP.cdds";
common = ".BazarTerrainSurfaceHighLandTexturesSumTGA.cdds";
autumn = ".BazarTerrainSurfaceHighLandTexturesAutBMP.cdds";
autumn = ".BazarTerrainSurfaceHighLandTexturesAutTGA.cdds";
winter = ".BazarTerrainSurfaceHighLandTexturesWinBMP.cdds";
winter = ".BazarTerrainSurfaceHighLandTexturesWinTGA.cdds";
common = ".BazarTerrainSurfaceHighMapTexturesBMP.cdds";
common = ".BazarEffectsEffectTexturesTGA.cdds";
common = ".BazarWorldTexturesBMP_weapons.cdds";
common = ".BazarWorldWorldTexturesTGA2.cdds";
common = ".BazarWorldWorldTexturesTGA.cdds";
common = ".BazarWorldWorldTexturesBMP2.cdds";
common = ".BazarWorldWorldTexturesBMP.cdds";
common = ".BazarWorldWorldTexturesBMP1.cdds";
common = ".BazarWorldShipTexturesBMP.cdds";
common = ".BazarWorldShipTexturesTGA.cdds";
common = ".BazarWorldCockpitsTexturesBMP.cdds";
common = ".BazarWorldCockpitsTexturesTGA.cdds";
common = ".BazarEffectseffects.cdds";
common = ".BazarWorldCockpit-SU25T-TexturesBMP.cdds";
common = ".BazarWorldCockpit-SU25T-TexturesTGA.cdds";
common = ".BazarWorldWorldTexturesTGA1.cdds";
}--------------------------------------------------------------------------------------------------------------------------------------------------------
season = "summer";
RenderStates
{
Folder = ".BazarGraphics\";
Parser = ".BazarGraphicsRenderStateParser.cfg";
DefaultRsFile = ".BazarGraphicsdefault.rsbin";
}
MaterialAliasFile
{
GF3 = ".BazarGraphicsMaterialsmaterials.lma";
GF3 = ".materials_TT.lma";
GF2 = ".BazarGraphicsMaterialsmaterialsE3GF2.lma";
}
landfile2 = ".BazarTerrainSurfaceHighland.lsa2";
BinScene = ".BazarTerrainScenesmedium.scn";
roads
{
road = ".BazarTerrainRoadsroads.rn2";
road = ".BazarTerrainRoadsrails.rn2";
}
superficial
{
file2 = ".BazarTerrainOnlayHighOnlay_VPP.sup";
file2 = ".BazarTerrainOnlayHighOnlay_Coastline.sup";
file2 = ".BazarTerrainOnlayHighOnlay_Crim.sup";
file3 = ".BazarTerrainOnlayHighOnlay_Cauc_East.sup";
file3 = ".BazarTerrainOnlayHighOnlay_Cauc_North.sup";
file3 = ".BazarTerrainOnlayHighOnlay_Cauc_West.sup";
file2 = ".BazarTerrainOnlayHighOnlay_Mount_Borders.sup";
map = ".BazarTerrainMapmap_buildings.sup";
map = ".BazarTerrainMapmap_lep.sup";
map = ".BazarTerrainMapmap_rivers.sup";
map = ".BazarTerrainMapland_map_L0.sup";
map = ".BazarTerrainMapland_map_L2.sup";
map = ".BazarTerrainMapmap_towns_crim.sup";
map = ".BazarTerrainMapmap_towns_cauc.sup";
map = ".BazarTerrainMapmap_towns_names_crim_en.sup";
map = ".BazarTerrainMapmap_towns_names_cauc_en.sup";
}
ru
{
map = ".BazarTerrainMapmap_towns_names_crim_ru.sup";
map = ".BazarTerrainMapmap_towns_names_cauc_ru.sup";
}
LandLodDistances
{
LandDay
{
L01 = 10000;---------------------- Distance at which hi resolution textures/models stop being rendered and low detail textures blend in at daytime.
L12 = 40000;
}
LandNight
{
L01 = 8000;---------------------- Distance at which hi resolution textures/models stop being rendered and low detail textures blend in at night.
L12 = 15000;
}
Map
{
L01 = 50000;
L12 = 120000;
L23 = 200000;
L34 = 300000;
L45 = 400000;
}
MapAlt
{
L01 = 50000;
L12 = 120000;
L23 = 200000;
L34 = 300000;
L45 = 400000;
}
MapTex
{
L01 = 50000;
L12 = 120000;
L23 = 200000;
L34 = 300000;
L45 = 400000;
}
MFD
{
L01 = 10000;-------------------- Distance at which the MFD can render scenes - the higher this setting, the farther one can see objects and textures when using the MFD in aircraft.
L12 = 25000;
}
}
LModelFiles
{
lmf = ".BazarTerrainStructuresmodel.lm";
lmf = ".BazarTerrainStructuresland_offside_model.lm";
}
LandTextureLighting = 1;
LandSunFactor = 0.7;
OldLandNoise
{
perSquare = 5;
perSquare2 = 150;
front = 1000;
back = 10000;
top = 250;
map_high = 20000;
bottom = 2000;
noisemax = 1;---------------------------- Maximum amount of which the low altitude (hi resolution) textures strength is rendered - 1.0 being the strongest.
noisemin = 0.7;--------------------------- Minimum amount of which the low altitude (hi resolution) textures strength is rendered - 0 = not drawn
}
NoiseStrip
{
min = 2095;
max = 2505;
}
ScreenshotQuality = 90; ------------------------------ Screenshot quality. Setting of this reflects the quality and file size of the screenshot taken.
ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg"; ------------------------------ Location and filename of screenshots taken in game (CTRL+Prt Scr) "_%03" represents use a 3 charecter numeric extention with the lowest number available (unused)
ScreenshotExt = "jpg";------------------------------ Screenshot type to be taken, BMP or JPG
EffectOptions = 3;
Exhaust = 0; ------------------------------ Defines if the "Heat Blur" is used in the simulation or not
ShadowDensity = 0.6;
PilotName = "No";
FogParam1 = 12;
FogParam2 = 1.1; ------------------------ Not exactly sure what this does, but setting it to zero reduces building transparacy significant.
ObjectFogMultiplier = 0.6;
CivilianRoutes = ".BazarRoutes\";
AviFolder = "Movies/"; ------------------------------ Name of the folder in which in game created AVI's are created
PilotNames = 0;
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Graphics.cfg Optimizations:
LOD
By default most ground pounders will see black boxes for ground units in their HUD when lining up for a guns run. This is especially noticable with Heavily armoured units that appear as black squares in the HUD at distances down to 1.5km on the default High settings.
By increasing the LOD to 3, you no longer notice the object change as you're lining up which can be distracting, although this does require a good system to account for the extra polys being rendered.
Model Making Import/Export
Software:
How To:
Arguments:
ED utilities:
Texture Modding
Cdds Files:
Temp texture Folder:
Texture Artistry:
Software:
Shader Editing
Shader Introduction:
Shader Editing in LOFC:
Sound Editing
Most of the sound files in Lock On are in the .ogg or .wav format. So if you want to add in a new sound (most likely it would probably be a sound effect), just simply obtain a sound file of your choosing and convert it into .wav or .ogg. You can use any converting software you have, but if you don’t have one, I recommend a program called Super which could basically convert anything to any format. http://www.erightsoft.com/SUPER.html#Down
Once you have the file you want, find the file that you want to replace in Eagle Dynamics\Lock On\Sounds folder (Note: be sure to create a backup of your original file in case you don’t like it).
The meinit.xml File
What is is:
The meinit file contains a list of objects, weapons, aircraft, and pylons and defines each item, and how they are used together.
The document is clearly structured and uses xml tags such as <Launcher> </Launcher> to define items
Settings Explaned:
The example below defines the MER-3 launcher uniquely, loaded with 3x Mk20 Rockeye bombs.
<Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20" Picture="ROCKEYE" Weight="726" WorldID="2">
<Element ShapeName="MBD-3">
<Position X="0" Y="0" Z="0"></Position>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="-0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="-0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.384" Z="0"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
</Element>
</Launcher>
The Launcher object
CLSID= Defines this object
Name= Defines the friendly name of this object, as it is seen from the payload editor
Picture= Defines the picture (dds) that will be displayed in the payload editor when the item is selected
Weight= Defines the weight of the item itself fully loaded with munitions in Kg
WorldID= Defines what type of object this item is. Beware, this item means different things in the meinit.xml depending upon which section it is in!
The list below relates to the weapons section
1 = Weapon with requirements (ie Targeting pods)
2 = Bomb Launcher
3 = Bomb
4 = Missile
5 = Missile Launcher
6 = Internal weapon(s)
7 = Fuel Tank
8 = Countermeasures Pod
9 = Targeting Pod
Elements are then used to define the actual models for placement into the simulation, which relate to this unique object
Element ShapeName= Defines the lom used for this object
Position: Defines the co-ordinates that the lom is placed at with regard to the weapon pylon on which it is attached (defined in the aircraft section of the meinit)
X = position defined on the longditudal axis of the pylon: + moves the object forward

Y = position defined on the vertical axis of the pylon: + moves the object up

Z = position defined on the horizontal axis of the pylon: + moves the object to the right (starboard) side
DrawArg Key= These arguments are defined within the original 3D model itself, but are not required.
1 =
2 =
3 = Used to define rotation around the longditudal axis (roll), usually from +60 (1) to - 60 (-1) degrees so that weapons mate correctly with launchers
The last remaining item of note with a launcher is the order in which Elements are listed. This will define in which order the munitions are released, fired, launched or dropped by the launcher if there is more than one. In the meinit, weapons are always released from the bottom of the list to the top.
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="-0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="-0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.384" Z="0"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
</Element>
In the above example the Rockeye on the centre station will be released first (Z="0")
Followed by the weapon on the right as we are looking at the pictures above (Z="-0.160")
Followed by the weapon on the left (Z="0.160")
Encyclopedia
If you would like to add objects to LockOn's Encyclopedia, open the Enc-folder in your lockon folder. There are 8 files you can edit there:
ebuildings - static objects
ehelicopter
eplane
eradar
esam
eship
etech - vehicles
eweapon
Here is how you do it: (open the category you want to add/edit in WordPad, notepad etc.)
...
#.Command Center,ComCenter,1
#.Pill-box,dot2,1
#Ammunition Crates,AmmoCrates,1 - The first part is the name as you want it to appear in the encyclopedia. If you want it in alphabetic order,
#Barracks 1,kazarma1,1 you must insert the line yourself.
#Barracks 2,kazarma2,1 - This is the name of the .LOM file of the object you are adding
#Battle Position,BattlePosition,1 - This value is needed for the object to show up. I have tried different values and it didn't make any difference
#Boiler-house A,kotelnaya_a,1
...
Common Tweaking In Lock On
Transparent Su-25T fuel tanks in the loadout screen
Edit the "MEInit.xml" and search "Element ShapeName="PTB-800".
Then change it to "Element ShapeName="PTB-800.lom" and save it!
How to get the "Frog Camera":
Basically it removes the camera terrain restrictions so you can achieve these nice look-up screenshots.
go to server.lua in
C:\Program Files\Ubisoft\Eagle Dynamics\Lock On\Config\View
open it up with notepad and turn CameraTerrainRestriction = true to false, then you can get really low to the ground, also you can go through the ground
Backing up Key Settings:
In case you change up the original Lock On Key settings to better accommodate your needs (such as better combo keys for your joystick) Then backup your
Lock On/Input/Tastatur.ini or /keyboard.ini, depending on your language version.
The controller setup is stored in the file
Lock On/Input/USBGameController921211668800.ini (for example)
And put it back into the same folder once you reinstalled.
How to get rid of Transparency of buildings:
Go to lockon/config/graphics.cfg
Search for and Change Fogparam2=0
How to get rid of white lines near the bottom of the screen when the plane is on the ground:
I've heard both ATI cards and Nvidia cards suffer from this. Try this: Open up your graphics.cfg file with notepad and change
near_clip = 0.1;
middle_clip = 1;
of the current setting you are on.
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