Hi Kelti,
Now that I've seen your pictures, the condition you spoke of is what I guessed it may be.
The
"out of the box" airfields in the PTO mostly use the set of textures 061h2su1 thru 061h2su7.
The alpha blending masks, edge fold masks as simonu pointed out, for this set of texs are 061h2m11 thru 061h2m17. They take the hard edge off of the texture squares.
You can see these in the Scenedb\World\Texture folder. They are the brown earth in the screenies.Thumbnail view is nice to have on when inspecting these.
The 061h2m1
X masks are the culprits for the block appearance. It's just the way MS designed them to look.
A few years back I tried experimenting, using the other mask .bmps in the Scenedb\World\Texture folder. Renaming for example, 005h2m11 thru 005h2m17
to 061h2m11 thru 061h2m17 to give the blend of the brown earth another look.
Really easy...just copy the originals to a safe place and the ones you want to rename to another. Copy and paste the renamed .bmps back into CFS2
You can start to find some interesting appearances as in this attached picture. It shows a
swapped over mask set.
The lighter brown relative to the darker green is what you would be looking to have coexist better.
I have seen that the "h" designation should only be used with other "h" masks,
h being for the Pacific.
It takes a little time but you'll be surprised at the combination's that come up.
As far as what is correct, well, its up to the end-user.
Dave