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I can't play ball to the hole in my new course


Best Answer Kablammo11 , 19 January 2017 - 10:13 AM

You almost solved your problem yourself, Dropzone. In JNPG, the hole and the cup are being procedurally carved out of the green mesh - and if that mesh is too close to the terrain, the ball ends up not on the mesh, but on Unity terrain below, and the game does not recognise a terrain lie as "in the hole".

There's an easy way for you to find out if this is the case. In the game, move your view to exactly above the hole with F5, looking straight down on it: If you see some terrain texture at the bottom of the cup, the hole is obstructed. If you see the white plastic bottom of the cup, you should be okay.

 

You best fix this by returning all depth levels to 0 (and recalculate, of course) and making sure in PP settings that the default mesh height is 15cm (and your green mesh height not less than that).

I completely "get" why you want to have different cut levels - I want them too, but luckily, once we have TE (Turf effects), that will be achieved through the different lengths of the blades of grass (check out Mike's latest pictures in the "3D Grass" thread). TE might take a while to arrive, but it's the long-term way to go - varying mesh depths seldom look very convincing and cause strange ball physics as well.

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#1 Dropzone73

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Posted 19 January 2017 - 07:23 AM

This sounds weird but I can't play ball into the hole in my new course. Everything looks good in the beginning: aiming points, flags and all the staff is in place. But the problems start when I put the ball into the cup. It just doesn't stay there. And I'm not speaking of the new ball physics, it just doesn't stay there. It pops out or even stays in the hole but you have to keep on shooting. When the ball stays in the cup JNPG gives me a lob wedge to continue with. It's like the game didn't understand that the ball is already in the hole.

 

What have I done wrong with my pin placements? I did like Mike Jones adviced in his tutorials. I have 3 easy, 3 medium and 3 difficult pins in every green. Sometimes the number one pin can be for example medium and in the other green it can be easy. Does this numerical order matter?

 

Somehow the game thinks that the hole is out of green because it gives me wedge to continue with and places the flag back to the hole :lol: . So how can I make JNPG to understand when the ball is in the hole? I can play my course trough with gimme options on because then I don't need to play ball all the way to the hole, but it's not good enough :D. I want to finnish my self made holes all the way into the cup.

 

My course is quite nice but it's a little frame rate killer also. It's a Finland's number one golf course: Kytaja Golf, South East Course. I'll share it with the forum when I get it fixed first. I appreciate all the help.



#2 Dropzone73

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Posted 19 January 2017 - 08:28 AM

One piece of information came into my mind. In layers library I have lowered meshes a little from semirough to green. In blend settings I have adjusted depth amount to -2 cm in fairvay, -1 cm in fringe and 0.5 cm in green. So green is 3.5 cm lower than semirough. Would that cause the problem that JNPG doesn't recognize my holes/cups?

 

If I want to have different cut levels, is it the right way to do it by raising the meshes around green?

 

This lowering is the only thing that I can remember I have changed from the time that my only test hole worked. I'll check that out first but all the information is welcome anyway.



#3 Kablammo11

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Posted 19 January 2017 - 10:13 AM   Best Answer

You almost solved your problem yourself, Dropzone. In JNPG, the hole and the cup are being procedurally carved out of the green mesh - and if that mesh is too close to the terrain, the ball ends up not on the mesh, but on Unity terrain below, and the game does not recognise a terrain lie as "in the hole".

There's an easy way for you to find out if this is the case. In the game, move your view to exactly above the hole with F5, looking straight down on it: If you see some terrain texture at the bottom of the cup, the hole is obstructed. If you see the white plastic bottom of the cup, you should be okay.

 

You best fix this by returning all depth levels to 0 (and recalculate, of course) and making sure in PP settings that the default mesh height is 15cm (and your green mesh height not less than that).

I completely "get" why you want to have different cut levels - I want them too, but luckily, once we have TE (Turf effects), that will be achieved through the different lengths of the blades of grass (check out Mike's latest pictures in the "3D Grass" thread). TE might take a while to arrive, but it's the long-term way to go - varying mesh depths seldom look very convincing and cause strange ball physics as well.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

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#4 Dropzone73

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Posted 19 January 2017 - 11:04 AM

You almost solved your problem yourself, Dropzone. In JNPG, the hole and the cup are being procedurally carved out of the green mesh - and if that mesh is too close to the terrain, the ball ends up not on the mesh, but on Unity terrain below, and the game does not recognise a terrain lie as "in the hole".

There's an easy way for you to find out if this is the case. In the game, move your view to exactly above the hole with F5, looking straight down on it: If you see some terrain texture at the bottom of the cup, the hole is obstructed. If you see the white plastic bottom of the cup, you should be okay.

 

You best fix this by returning all depth levels to 0 (and recalculate, of course) and making sure in PP settings that the default mesh height is 15cm (and your green mesh height not less than that).

I completely "get" why you want to have different cut levels - I want them too, but luckily, once we have TE (Turf effects), that will be achieved through the different lengths of the blades of grass (check out Mike's latest pictures in the "3D Grass" thread). TE might take a while to arrive, but it's the long-term way to go - varying mesh depths seldom look very convincing and cause strange ball physics as well.

Thanks again kablammo! Yeah, I think I figured it out. I just rechecked how those depths work in Unity/CF and you can only go lower from the roughest mesh (in my case "Rough Semi") so my semirough must be higher. I'm currently building a course where I have changed one holes semirough blend depth 3 cm higher so I can come those 3 cm down with fairway, fringe and green to be at the same level than before. I also make that cut's edge with soft angle and not too straight. I have to test this. If I'm not happy, I'll go back to zero blend depths.

 

Thanks again for advices! They are always welcome.



#5 Dropzone73

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Posted 19 January 2017 - 11:53 AM

Yes! My new test hole worked in my last build (fix is mentioned in my previous message) so this case is resolved.

Thanks K11!



#6 Kablammo11

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Posted 19 January 2017 - 12:23 PM

You were almost there already, even without my help. Glad it worked out for you.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<





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