some pointers please, if you have a track texture you want to desaturate, but, you cannot replace it because it is the entire track terrain (the grass is WAY too green, so the grassfx on top of it also way too green, can CSP be used to "desaturate" a texture? (i tried to desaturate the grass dds itself highlands, but.. nope, didnt work as i was expecting)
Working on the squillion dollar Bend track fwiw.. there is NOWHERE in Australia with grass that green
I've been trying to find a fix for this too RCB. Not only is the grass way too green, but it's also way too even. I pinched a few bits from other configs as a makeshift fix, but I'm still not that happy with the result, but it's a bit better than before. Some lines here may be redundant, but hey... It still looks OK! :
[GRASS_FX]
GRASS_MATERIALS = Terrain?
OCCLUDING_MATERIALS_ALPHA = Kerb?
OCCLUDING_MATERIALS = Kerb?
MASK_BLUR = 1
SHAPE_SIZE=1.3
SHAPE_TIDY=0
SHAPE_CUT=0
TRIM_PERIOD = THURSDAY
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
[GRASS_FX_AREA_0]
CENTER=0, 0
SIZE=100000, 100000
MODE=ADD
HEIGHT_MULT=0.01, 0.35
TRIM_PERIOD=THURSDAY
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 21 slots
PIECE_2_CHANCE = 0.1
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 0.7, 1.5
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.0025
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS?
MAP = A
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 21 slots
PIECE_2_CHANCE = 0.1
[GRASS_FX_CONFIGURATION_B]
SHAPE_SIZE = 0.5, 1.25
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.00125
[GRASS_FX_ADJUSTMENT_...]
MATERIALS =
MAP = B