Coagulation Ground/Grass Shaders

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Veditor





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Coagulation Ground/Grass Shaders

Post by Veditor »

I'm wondering if there is any way to null out the ground and grass shaders in Coagulation in order to remove the greenish tint that is still present even after replacing all the ground and grass bitmaps. Any help would be greatly appreciated, thanks!
XxSilencedDeathxX





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Post by XxSilencedDeathxX »

Look at the sbsp tag's Idents, and you can null out the ground shaders in there. :)
Veditor





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Post by Veditor »

Unfortunately this doesn't work. If I null out both coag_ground shaders in the sbsp the map's ground becomes transparent and very weird looking. Any further help would be grealty, greatly appreciated.
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Post by smacktalker »

they're the DECR tags in the SCNR tag. null those out and the grassbits will be gone
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kornkidcrazy




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Post by kornkidcrazy »

Well, there are two bitmap tags that have grass in them. One of them has the word lush in it, the other looks like coagulation from an aerial view. Also, I believe there is a grass detail map. Just try to edit them in photoshop and see what happens. Also, if you still have a green tint, open your map in dothalo, click on the shader you wish to fix, click on the dependancies window, click LoneIDs, and now you should have some different stuff in your dependancy window. This will show reflections, cube maps, bumps, the image and a lot more. Swap tags and null out stuff in here untill you are happy with your results.
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Post by Veditor »

Thanks kornkidcrazy! The coag_ground bitmap is used for the greenish tint for anyone who is interested - just change it to whatever color you want the ground tint to be. Thanks again, that was driving me crazy trying to figure it out.
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