; General GrassFX Setup [GRASS_FX] GRASS_MATERIALS = grass-shader, grass_sponsor OCCLUDING_MATERIALS_ALPHA = sand, astro, kerb ORIGINAL_GRASS_MATERIALS = BBgrass HEIGHT_MULT = 0.27 MASK_BLUR=1 SHAPE_SIZE=3 SHAPE_TIDY=0 SHAPE_CUT=0 TRIM_PERIOD=THURSDAY TEXTURE=grass_fx/highlands.dds TEXTURE_GRID=8, 3 ; Texture selection for Red Channel in MASK [GRASS_FX_TEXTURE_GROUP_0] PIECE_0 = 1, 2 ; extra textures, X and Y of slot starting with 1, skipping first row PIECE_0_CHANCE = 1 PIECE_1 = 2, 2 PIECE_1_CHANCE = 0.5 ; Texture selection for Green Channel in MASK [GRASS_FX_TEXTURE_GROUP_1] PIECE_0 = 1, 2 ; extra textures, X and Y of slot starting with 1, skipping first row PIECE_0_CHANCE = 1 PIECE_1 = 2, 2 PIECE_1_CHANCE = 0.5 ; Texture selection for Blue Channel in MASK [GRASS_FX_TEXTURE_GROUP_2] PIECE_0 = 1, 2 ; extra textures, X and Y of slot starting with 1, skipping first row PIECE_0_CHANCE = 1 PIECE_1 = 2, 2 PIECE_1_CHANCE = 0.5 ; Texture selection for Alpha Channel in MASK [GRASS_FX_TEXTURE_GROUP_3] PIECE_0 = 2, 2 ; extra textures, X and Y of slot starting with 1, skipping first row PIECE_0_CHANCE = 1 PIECE_1 = 4, 2 PIECE_1_CHANCE = 1 ; configuration A for Red Channel in MASK [GRASS_FX_CONFIGURATION_A] TEXTURE_BASE_CHANCE = 1 TRIM_PERIOD = THURSDAY TEXTURE_GROUP_0_CHANCE = 1 SHAPE_SIZE = 0.5, 1 SHAPE_CUT = 1, 0.5 SHAPE_TIDY = 1, 0.5 COLOR_FACTOR = 1.06 ; configuration A for Green Channel in MASK [GRASS_FX_CONFIGURATION_B] TEXTURE_BASE_CHANCE = 1 TRIM_PERIOD = THURSDAY TEXTURE_GROUP_1_CHANCE = 1 SHAPE_SIZE = 0.5, 1 SHAPE_CUT = 1, 0.5 SHAPE_TIDY = 1, 0.5 COLOR_FACTOR = 1.06 ; configuration A for Blue Channel in MASK [GRASS_FX_CONFIGURATION_C] TEXTURE_BASE_CHANCE = 1 TRIM_PERIOD = THURSDAY TEXTURE_GROUP_2_CHANCE = 1 SHAPE_SIZE = 0.5, 1 SHAPE_CUT = 1, 0.5 SHAPE_TIDY = 1, 0.5 COLOR_FACTOR = 1.06 ; configuration A for Alpha Channel in MASK ; [GRASS_FX_CONFIGURATION_D] ; TEXTURE_BASE_CHANCE = 1 ; TRIM_PERIOD = THURSDAY ; TEXTURE_GROUP_3_CHANCE = 1 ; SHAPE_SIZE = 0.5, 1 ; SHAPE_CUT = 1, 0.5 ; SHAPE_TIDY = 1, 0.5 ; COLOR_FACTOR = 1.06 ; configuration for Ground Logo [GRASS_FX_CONFIGURATION_D] TEXTURE_BASE_CHANCE = 1 TRIM_PERIOD = THURSDAY TEXTURE_GROUP_0_CHANCE = 0 COLOR_FACTOR = 2 SHAPE_CUT = 1, 0.5 SHAPE_TIDY = 1, 0.5 COLOR_FACTOR = 2 MASK_MAIN_THRESHOLD = -10 MASK_RED_THRESHOLD = 1000 MASK_MIN_LUMINANCE = -10 MASK_BLUR=1 ; General Grass [GRASS_FX_ADJUSTMENT_...] MATERIALS = grass-shader, grass_sponsor USE_MULTILAYER_MASK = 1 ; use multilayer mask for adjustment MASK_R = A, 3 ; red channel for wilder grass MASK_G = B, 3 ; forcing base configuration for green channel MASK_B = C, 3 ; blue channel for wildest grass ;MASK_A = D ; alpha channel for rare grass ;Ground Logo [GRASS_FX_ADJUSTMENT_...] MATERIALS = grass_sponsor MAP = D [MATERIAL_ADJUSTMENT_...] ;tiling fix for terrain ACTIVE=1 DESCRIPTION=tiling fix MATERIALS= grass-shader, grass_sponsor KEY_0=ksAlphaRef VALUE_0=-193 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; rain [RAIN_FX] PUDDLES_MATERIALS = ROADA, apsh-shader-norm, apsh-shader-mid, apsh-shader-scuro, greentrack, whitetrack, crub_degradao, curb-NM, roggia, astroturf, ASTROG, whiteline, grille, sausage, kerbnew, sponsortrackascari, roggia_2022 SOAKING_MATERIALS = SMOOTH_MATERIALS = RESCUEPICKUP_BODY, CROW_MAT ROUGH_MATERIALS = grass-shader, grass_sponsor, sand LINES_MATERIALS = ASTROG, RMBLA, RMBLA_DEGRADAO