Very very early days with only 7 holes laid out, plenty of sculpting to go, and eventually need to look more into "that that cant be named" in terms of colouring, but the elements are finally starting to come together
Posted 14 October 2016 - 03:38 PM
Very very early days with only 7 holes laid out, plenty of sculpting to go, and eventually need to look more into "that that cant be named" in terms of colouring, but the elements are finally starting to come together
OGT Simulator Tour Admin
Posted 14 October 2016 - 03:42 PM
Looking great John, you're gonna be a natural with CF.
Dry Gulch...................Released Smithfield Golf Club...........Released
Millstone Golf Club....Released The Walker Course............Released
Kingsmill Woods Course...Released Pine Lake Golf Club..........Released
Woodhaven Golf Club (9) Released The Reserve at Keowee...Released
Cliffs at Keowee Vineyards..Released The Ace Club...................Released
Dry Gulch 2..........Released Blackberry Oaks.............Released
Posted 14 October 2016 - 06:54 PM
Very very early days with only 7 holes laid out, plenty of sculpting to go, and eventually need to look more into "that that cant be named" in terms of colouring, but the elements are finally starting to come together
You must be speaking about something that I'd like to talk about...namely changing the texture/color of the default meshes. Let's just not mention the thing that should not be touched yet. Looks good can't wait to play it, eventually.
- We would be wise to remember that extremism is the real enemy and to keep ourselves aware so as not to become extreme ourselves; otherwise the enemy wins. -
Posted 14 October 2016 - 09:11 PM
nice m8
Posted 14 October 2016 - 10:01 PM
You must be speaking about something that I'd like to talk about...namely changing the texture/color of the default meshes. Let's just not mention the thing that should not be touched yet. Looks good can't wait to play it, eventually.
shhhh..............
Posted 19 October 2016 - 11:00 PM
Well its "finished" and ready for your constructive feedback.. please be kind
No flybys as of yet, Indexes are incorrect, single set of tees only at sim length of 6100 ish yards (yellow in real life) and lots of things will no doubt be changed, such as the water planes, grasses and trees as they all come from my pre CF unity build only days, but its plays pretty much like the real thing which was the primary aim for this.
I suspect may be performance issues due to the trees, but see what you think. As an exercise in what a beginner can achieve Im pretty happy with how its gone so far.
https://www.dropbox....chama1.rar?dl=0
OGT Simulator Tour Admin
Posted 20 October 2016 - 02:31 AM
A great job and you are a beginner! Just a couple of comments. On hole 5 there is a fairway patch on the left and the edges are not "smoothed". I use the Follow camera and on hole 15 it looks weird because it looks like the world ends on the left. Other than that very impressed with the buildings, and the copse of trees reminds me of what I see here on the prairies where multiple trees are planted as protection from the wind. I assume that the real course being so open must have windy conditions most of the time.
RTSM - Pro
Posted 20 October 2016 - 09:08 AM
Thanks,
Yeah its always windy there, and your completely correct regarding those copses. The outer terrain beyond the pin as you play down hole 3 is a small 9 hole sister course, and that bank you can see in the distance is the sea defences.
The "worlds end" at 15 is an oversight on my part, as it is indeed the edge of the terrain. Will need to think of a way to solve that, ill think of something Im sure.
Course was manly just so I can have a way to play replication of my regular local course using my sim, so was always goning to be a but "slap dash" in places. Will refine it over time as my CF skills grow though.
OGT Simulator Tour Admin
Posted 20 October 2016 - 11:49 AM
You can solve "world's end" problems by creating a 2nd terrain, larger than the first. You lower it below the 1st terrain and use the sculpting tools to bring up the sides. Try it on a test project first as you always want to make sure, you've highlighted the correct terrain before sculpting or planting or (shudder) deleting.
Posted 20 October 2016 - 09:46 PM
OGT Simulator Tour Admin
Posted 30 October 2016 - 05:18 PM
Lots of changes since the early build. Huge learning curve once you venture into the depths of unity and speedtree, and the temptation to constantly tweak is vast. Other than being able to get a reasonably accurate rendition of a course I play weekly in the summer, its given me and even greater appreciation of what the most talented designers here achieve with just the same tools I've bungled my way through using.
Its up on BETA on OGT, but for those that dont frequent, link is below. Hopefully this will be good enough as a final version, and can learn from the mistakes learned along the way into the next project,
https://www.dropbox...._v_1_1.rar?dl=0
OGT Simulator Tour Admin
Posted 06 November 2016 - 02:24 PM
Latest version looking good John, enjoyed my round...thanks m8!
Posted 06 November 2016 - 03:36 PM
Cheers Dogz,
Final version is available for download at OGT now if anyone else wishes to give it a shot. I do know a few areas Id like to improve and will update eventually once there are any new features or enough changed to warrant a new build.
Thanks
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