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#41 slewin

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Posted 26 November 2018 - 09:12 AM

Excellent DP.
I kind of had you in mind whilst doing the tutorial wondering how much further you would push out the boat.

#42 jspirate

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Posted 26 November 2018 - 01:52 PM

I am interested in a video also!  Especially since your vids or so easy to follow/understand.

 

Can't wait!


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#43 mcthommo

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Posted 26 November 2018 - 03:04 PM

this is very very nice


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#44 Jwheels9876

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Posted 26 November 2018 - 06:46 PM

If you couldn't see the little golfer in that pic you would think those 2 pics are just pics someone took out on the course. Just amazing.

#45 Dropzone73

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Posted 27 November 2018 - 12:29 PM

Thanks, I could really use some help on this.  I'm using GIMP and at best I'm able to clone a fourball out of the fairway or a tree here and there.

 

Getting the bunker edges at Chambers to match the overlay is a real pain in the butt.  You have sand in the grass or grass in the bunker and the bunker spline can't make all those sharp turns. I don't know what is the downside of cranking up the density of the gridfill in the layers library?

Hi, bunkers are full of shadows that have to be removed and making their edges sharp enough in PS isn't easy (and even 8192 resolution isn't accurate enough for that), so I would definitely recommend making bunkers the original way. Make bunkers few centimeters larger than they actually are and you wont have this problem.

And if you come to think of it, bunkers should be filled with one colour sand only also IRL so I can't really understand the point using overlay in there. And the edges are much better looking the original way.

 

You can see from Slewin's courses and from DPR's screen shots that edges aren't the way they should. It's just like you said: "You have sand in the grass or grass in the bunker and the bunker spline can't make all those sharp turns".

 

PS. When you have made bunker splines in CF the original way, you can even fill bunkers with grass texture in PS if you want to. Definitely no bad edges anymore. Still I would recommend only to do just a little larger bunkers to cover all the sand areas.


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#46 DPRoberts

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Posted 27 November 2018 - 02:49 PM

After work, I'll post images to show both ways to do it. Pluses and minuses of each. Significantly more convenient to do with CF layer traditionally.

Very small benefit of overlay comes with more work. Can hide the white with correctly placed spline and wide enough library blends but as you've identified, risks of not looking right.

Small benefit is control of color placement. Can have internal of bunker be a varied shade darker for slightly more weathered result.

#47 highfade

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Posted 27 November 2018 - 03:13 PM

Yes, big waste type bunkers like on Chambers have a lot of color variation with dark wet spots etc.  I'm halfway though the videos but I thought I saw a overlay image with the splines on it. That would be most useful to paint or try to paint inside the lines


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#48 DPRoberts

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Posted 27 November 2018 - 03:39 PM

You can put your view in Unity in ISO and screen shot your Bunker. Easiest to make a bunker layer pink or bright blue. Then snap image.

Paste into Photoshop and scale and then use that selection to paint inside.

It's one video I want to add.
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#49 DPRoberts

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Posted 27 November 2018 - 10:41 PM

This is by no means phenomenal but it should show that you can get a little more out of the overlay and hide the white of the bunker. In looking at these photos, I'm thinking if I can just create a jagged dirt layer, it could maybe fake the irregular edge. It all depends on the texture mapping...will fiddle a bit. Anyhow, a few terrain overlay method bunker images.

 

PXlUwrp.jpg

t2GX7b6.jpg

zz8BMmm.jpg


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#50 uvmnick

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Posted 27 November 2018 - 11:31 PM

This is really amazing! I've got A LOT to learn...



#51 DPRoberts

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Posted 04 December 2018 - 10:29 PM

What are you guys doing in regard to reflective water releases? I know the patch can allow it, giving people options of with or without. I only have a single water plane for my course.  I really dig the reflective look and would like to release it that way but am in the 30-40s FPS dynamic on the tee on my laptop (Nvidia GTX960M). PRoS gets into the 50-60s range. Just wondering if more prudent to release without reflections. 



#52 axe360

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Posted 04 December 2018 - 10:36 PM

Matt, I don't have the patch but am curious, have you let a couple of testers try it out that do have the patch? If so, are they in the 30's and 40's too?

Also, if it plays nice and smooth for you in the 30's and 40's and it is indeed the reflections causing it, (meaning it's not something else that can be fixed)  I would release it.

If others can't play because they have subpar rigs then TOO BADDDDDDDDDDDD! Lol JJ


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#53 Justin9926

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Posted 05 December 2018 - 06:00 PM

You could always release one of each. That's what PP did with the DLC courses. One with reflective and one nonreflective. I believe that's what Mikahenrik did with Blackface Mountains also. I don't have the top-of-the-line machine, but have a I7 with a 970m Card and can play almost all of the courses with ultrahigh default settings and stay mainly above 40 FPS. If you're playing RTSM or controller you don't have the option of PRoS. For me when I'm playing RTSM once the frame rates drop below 35 it's just no longer fun or enjoyable to play. Now if you're only talking maybe like most courses having just two or three holes where it drops that's not too bad. But if its throughout the whole course that's another story. 

 

Justin

 

I'll probably spend more time just flying around your course admiring the scenery. Plus, if you manage to get Jimbobh Horse with the girl, everyone's going to be playing it with dynamic skies on :lol: 


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#54 DPRoberts

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Posted 05 December 2018 - 08:35 PM

Thanks for the input. When it gets to that stage, I'll run it through OGT for beta and see how people's machines are handling the reflective version.

It's easy enough to produce 2 versions if needed but that creates some carousel issues and multiplayer mistakes if people don't have the right versions.
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#55 DPRoberts

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Posted 16 December 2018 - 02:26 AM

Getting close on this one. Planting details left - random leaves, bunker rakes and small on course items. Plan to load on the simulator tomorrow and start playing through and taking notes. Beta to OGT before Xmas is the goal.

 

One area that I'm hoping the purists will enjoy is that I have removed most color alterations from the greens and have kept a clean detail texture. By doing this, I think you can better view the contours with the Unity lighting and not have to use green grids or BLI for reading greens.

 

Screenie to show how green texture and detail should not "confuse" the view and allow in game lighting to highlight the contours. It works better when flying around than these static comparisons but I'm guessing you get the idea.

 

ykiwHP8.jpg

 

gmNqk9r.jpg


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#56 Dropzone73

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Posted 16 December 2018 - 09:05 PM

This is by no means phenomenal but it should show that you can get a little more out of the overlay and hide the white of the bunker. In looking at these photos, I'm thinking if I can just create a jagged dirt layer, it could maybe fake the irregular edge. It all depends on the texture mapping...will fiddle a bit. Anyhow, a few terrain overlay method bunker images.

 

PXlUwrp.jpg

t2GX7b6.jpg

zz8BMmm.jpg

Really nice job with the bunkers!

 

When the dirt lip/edge of the bunker is wide enough and uses other than overlay image, you can use the overlay also in bunkers. There is quite much PS work with the overlay image though with bunker's sand areas. Must admit though that the colour of the sand can be much nicer that way ;).

 

And nice way to do roads the same way as other meshes (used that in my par 3 competition course). The only problem is when road needs to cross the outer spline. Then you just have to cut it. Best looking method anyway and has the right material too. And if you cut the road in smart places, you can't even see it when playing.

 

Also one option is to do spline meshes everywhere else than to where roads are. Then the roads are the only terrain areas surrounded by meshes and they can be easily painted to what ever texture. This way thay also have quite nice edges. I could have done that with my Kytaja SE course but I didn't have guts to remove my old spline roads. Maybe some day I will. Or not, because then they behave like rough intead of concrete.

 

Keep up the good work! Really waiting to see the finished course :wub:.


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#57 Mike Jones

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Posted 17 December 2018 - 07:42 PM

 

Also one option is to do spline meshes everywhere else than to where roads are. Then the roads are the only terrain areas surrounded by meshes and they can be easily painted to what ever texture. This way thay also have quite nice edges. I could have done that with my Kytaja SE course but I didn't have guts to remove my old spline roads. Maybe some day I will. Or not, because then they behave like rough intead of concrete.

 

 

You could....

 

Create splines for the roads and calculate the meshes for them individually (only them and not the full course)

 

Go into debug mode (terrain inspector)

 

**Remove the spline script from the road mesh in the inspector**

 

Lower the mesh to - 0.05 on the y axis

 

Draw your rough meshes as usual right up to the edge of your required path width - they can overlap the road splines now

 

-----------------------


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#58 Dropzone73

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Posted 20 December 2018 - 11:11 AM

You could....

 

Create splines for the roads and calculate the meshes for them individually (only them and not the full course)

 

Go into debug mode (terrain inspector)

 

**Remove the spline script from the road mesh in the inspector**

 

Lower the mesh to - 0.05 on the y axis

 

Draw your rough meshes as usual right up to the edge of your required path width - they can overlap the road splines now

 

-----------------------

Thanks Mike! You can always learn something new :). Must try that in the near future!

 

Question:

Is this the way you can make any spline mesh a "normal" Unity mesh that CF doesn't understand as a spline mesh anymore?

 

This is really good to know, because you may want to build another course to the same terrain but the amount of splines stops you from doing this. And this way you can leave the most important meshes to the old course and build the other course without those unnecessary splines. You just don't want to have splines of two courses at the same time in CF.

Or if you want to take meshes out of Unity and for example repaint them, like they have done with the bunkers.

 

Mike, I would like to give you also few product enhancements for upcoming CF.

1. Spline calculation options: a ) selected spline, b ) multi select c ) all splines that are the same one as the selected spline (tee, fairway or green etc.), d ) all splines

2. Road spline that has a width option. This spline could be something like flytrough spline, or like easy roads spline, but creates real mesh. You just click one line to follow the road and you could adjust the width later if you don't find it perfect right a way. This mesh could also have a different sline script that doesn't care about overlapping with the other splines.

 

3. Copying Splines is a MUST! I hope this is already implemented.

 

I have heart that there will be improvements (bunker edge randomination etc.) but wanted to mension few.

 

Merry Chrismas and success for the coming year!



#59 DPRoberts

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Posted 23 December 2018 - 12:23 AM

Trying to dig this out before the sun sets on 2018!

 

Only need a clubhouse and a snack shack. On a positive note, every object plays nicely with Dynamic Skies ON. With reflective water and dynamic skies, I'm running low to mid 30s on FPS on my laptop 960GM. I will release a reflective and non-reflective version. Beta will probably only be reflective so you guys can guide me on planting limits.

 

Headed down 18

uB0yxCQ.jpg

7YaJM0V.jpg


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#60 jt83

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Posted 23 December 2018 - 03:03 AM

This will be a nice stocking filler, and doubtless a nice terrain overlay example.






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