NEED INFO Odd Green tint colours Online Only, but Single Player is fine.

Question: We know these issue seem to crop up on older tracks. But what is the result of this green tint? Is it like a thick atmosphere of green jello that slows all the cars down? Is it some slippery slime that makes the tracks...well...more slippery? No, it just 'looks' wrong. If newer content became infected, then I might want S397 to investigate this issue. But since it is ONLY a color issue, so far mainly at older tracks, then suck it up. Drive in the green and enjoy the layout of the track. S397 has lots of things to address, I'd rather see the AI get improved, I rather see ratings in the Comp System, I'd rather see lots of things before some mysterious green tint gets resolved.
 
There's no indication, yet, that fixing this will require changes to newer existing content. Why assume it will?

@davehenrie because the green tint looks crap, and if it can be fixed on the game side then why not?
Because it has been a fact at least twice by now
 
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This happened to me a couple of years ago and I seem to remember that I solved it by deleting /userdata/Config_DX11.ini
in steam you check the files and configure the graphics again.
delete shaders and cbash
I hope it's helpful
 
Hi,
We have reproduced this internally, and have raised an issue for it.

a year and six months later and still no fix?
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if I understood correctly a workaround could be
in all track .scn add those strings:

1. if missed reflectionmapper=STATIC01
2. IRRADIANCE_PROBE=IRRAD_GLOBAL

for the position coordinate (xxx.xx) you could use first starting grid position value recorded in AIW file (or quite similar)



ReflectionMapper=STATIC01
{
Type=Cubic
TextureSize=(512)
UpdateRate=(0.100)
StaticSwitch=(300.000)
Pos=(
xxx.xx,xxx.xx,xxx.xx)
}
IRRADIANCE_PROBE=IRRAD_GLOBAL
{
INFLUENCE_RANGE = (0.0)
PROBE_POSITION = (xxx.xx,xxx.xx,xxx.xx)

}
 
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Nothing ever changed for me.
index.php
 

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@DJCruicky
I don't know if it will help you. I recently had a similar problem again and what solved it was the following:
I used a ball-shaped object with a dark texture and placed it near the center of the stage on the asphalt surface about half a meter high.
I included the object statement in the SCN and added a line in IRRADIANCE_PROBE=IRRAD_GLOBAL with the position of the object.

Instance=SONDA
{
MeshFile=sonda.gmt Render=False CollTarget=False HATTarget=False
}
IRRADIANCE_PROBE=IRRAD_GLOBAL
{
INFLUENCE_VOLUME=SONDA
INFLUENCE_RANGE = (0.0)
PROBE_POSITION = (x, x, x)
}
 
Thanks Brutten, I will test it out next time I have time.
None of the above tracks are by me, so it would be only for curiosity.
How big did you make this ball?
 
@DJCruicky

As I said maybe the problem that I encountered is not the same as the one discussed in this thread and that is already solved.
The thing is that in offline my circuit was seen correctly but when entering online the screen was growing in brightness until it was not seen at all. I remembered that it had happened to me before and tried to do the same to solve it.
DJ, I pass you the object and you get us out of doubt.

(I hope you have followed the recommendations given earlier in this thread).

EDIT: Thinking about the green color: Is the probe position near the grass?
If so, change the position to a more neutral place or on the asphalt.
 

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I can confirm that this bug still exists.

Some months ago I have done many hours of tests on several old tracks that not using IBL shaders, and they all have green tint in "online session", no matter where I place global probe.

The only condition where this green tint doesn't happen is the area where a prob object that enclosed it, such as using "Pitlane_IPB.gmt" in pit lane. This can be 100% reproduced & observed on Norisring circuit as following steps:
1. open a server with Norisring.
2. Enter server, stop in pit lane, take a screen shot.
3. Slowly driving out of pit lane, watch the whole screen color turning into green tint (the armco is most noticeable).

ps: other official track such as Monte Carlo 1966 also very noticeable(just watch the paddock stone wall color) in online session. (note, all those track are perfect fine in singleplayer)
 
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Ah I recall now that we fixed it at azur by adjusting where the probe is placed. Didn't realise it was such an issue on old tracks sorry. At this time there won't be any fixes I'm afraid though
 
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