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Manila Southwoods first steps...


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#1 Birdie

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Posted 17 February 2019 - 01:15 AM

For some days/nights now i'm learning course forge / unity.

I took the manila raw and overlay provided by jt83 and textures by slewin and started to play with heightmap, overlay, textures/colors/blends and so on.

This will be a very long journey... Lots of question to follow...

Biggest problem so far, the overlay didn't perfectly match the map and there seems to be no way to offset it like a texture in unity? So i moved it in gimp pixel per pixel. A lot of fun when at 8192x... Still it isn't alligned perfectly but so a good way to explore all the manual functions.

At least i now could test my very first course forge hole...

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#2 jt83

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Posted 17 February 2019 - 01:26 AM

Biggest problem so far, the overlay didn't perfectly match the map...

 

Before you get too far ahead let me check my work again.

 

Edit - looked pretty good to me in Global Mapper.  Your height is set at 59.7?  Probably not the issue but that's all I've got.  Also, my overhead was only at 4096.



#3 Birdie

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Posted 17 February 2019 - 08:33 AM

Yes, 59.7 height. I think I was reading or watching, even if i have a 4096 image I should resize to 8192 so correctures on the image could be finer or so?
But tonight I will try the 4096 image again.

Again, thank you for these!

#4 Birdie

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Posted 17 February 2019 - 09:32 AM

Maybe I try to explain it this way. First when I imported the heightmap I added the image as a texture. I entered size 2049x2049 in unity. I mean this is all before the overlay was put in. But to be more clear I think it's actually the texture which doesn't allign perfectly so I have to use offset a tiny bit. But then later when adding the overlay it doesn't match the texture. I mean when I take the texture as my guideline when making splines. Still a little confusing all this..

#5 jt83

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Posted 17 February 2019 - 11:08 AM

I can only help up to a point as I'm one of the few that hasn't looked into the overlay technique.  With the terrain settings correct (in your case 2049, 2049, 59.7, 2049, 1024, 128, 2048, 1024) and the overhead image added as a 2049x2049 texture, everything should look pretty good.  4096 or 8192 is the max size of the image in the Inspector settings; 4096 just makes it looks better after bringing it in as a texture, setting it to 8192 must be an overlay thing.

 

Anyway, great to see you trying Manila.  That was my hope when making height maps from lesser known parts of the woods.



#6 Birdie

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Posted 17 February 2019 - 12:03 PM

Yes, I think these were my exact settings. I have to say it's not completely mismatched, but when looking very closely at the Bunkers for example there the mismatch gets more visible. But I will experiment again tonight. Definitely the problem maybe on my side...

#7 Joe Habiger

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Posted 18 February 2019 - 01:59 AM

Right click on your overhead image in the assets folder and select 8192 in the inspector for max size and click apply. See if it comes in a bit more clear? If your overhead is only at 4096 it may not but not sure as I always run as high as a sixe for overheads as possible so I can see what I am drawing on. I also use SASPLANET to get my overheads/blueprints and bring them into Global mapper via OPEN DATA and then click the file and it should match up perfectly to the lidar.

 

If it's a bit blurry and harder to see the outlines of the shapes you need to draw around it maybe just because of the smaller overhead image but I wouldn't think 4096 would be the much worst but it could be. All of my overheads I get out of SASPLANET though are of high quality, if you use the download imagery from global mapper it could be of lesser quality leading to much harder time trying to figure where to draw in Course Forge.

 

I think I have a tutorial on youtube that is hidden on this, pardon my stupid mouth as I have had a couple drinks already..lol - also when viewing this tutorial DO NOT make folders or file names with caps, the perfect golf game or unity does not like this crap..lol

 

Oh by the way, very nice so far.

 


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#8 Birdie

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Posted 18 February 2019 - 04:35 AM

I double checked files and settings and tried again with various of these tonight - to the same result. But finally with my slightly moved image most holes lineup nearly perfect. On some bunkers where some grass tongues or fingers (by course layout) come in the I'll have to make some small correction to the terrain but that's okay. The spline drawing is also no problem at this reso.
For sure I already watched your video a few nights ago but I don't have global mapper and wanted something "ready to start"...
Anyway thanks a lot! Much appreciated!

#9 jt83

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Posted 18 February 2019 - 06:49 AM

It's possible that the course made some changes after the lidar was captured.  That would explain minor areas not lining up.



#10 jspirate

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Posted 18 February 2019 - 03:31 PM

Is this what you are referring to?

 

It drives me nuts...

 

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Courses:

Bradford Links - released

Ironwood - released

Cypress Landing - released (also available in a 3DG version)

Crow's Nest - released


#11 Birdie

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Posted 18 February 2019 - 05:18 PM

Exactly. Things like these. How do you fix it? By moving (parts of) the image or by adjusting the terrain? And is this Manila too?

#12 jspirate

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Posted 19 February 2019 - 12:52 AM

Exactly. Things like these. How do you fix it? By moving (parts of) the image or by adjusting the terrain? And is this Manila too?

 

I wish I knew.  I am not doing the overlay technique so I just keep the shaded wire frame on and draw the bunkers and such while at a 45 degree angle to the shape's edge.  Basically, its a pain in the ass.


i7-8700K
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MSI GeForce GTX 1080 Ti Gaming X
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Courses:

Bradford Links - released

Ironwood - released

Cypress Landing - released (also available in a 3DG version)

Crow's Nest - released


#13 Birdie

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Posted 21 February 2019 - 12:25 AM

Still experimenting with textures and blends. Here is a little update before sleeping...

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#14 DPRoberts

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Posted 21 February 2019 - 12:36 AM

Looks great. Almost has a softer vibe, like a watercolor effect.

#15 jt83

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Posted 21 February 2019 - 12:46 AM

http://www.kimigolf....s-Masters-E.htm

 

Might help with ideas for vegetation.



#16 Birdie

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Posted 21 February 2019 - 04:34 AM

Looks great. Almost has a softer vibe, like a watercolor effect.


Thanks DP! I probably will retouch some areas where I used a brush a little too big on the overlay.
Your guides are of such a big help. It's really a joy to follow and implement.

#17 Birdie

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Posted 21 February 2019 - 04:35 AM

http://www.kimigolf....s-Masters-E.htm

Might help with ideas for vegetation.


Thanks, JT!

Will definitely help when the time of planting comes...

#18 Birdie

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Posted 27 February 2019 - 01:04 AM

Now fooling around with blender for the first time and trying to build the clubhouse fom pictures...

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#19 jt83

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Posted 27 February 2019 - 01:32 AM

Looks good for a first effort !



#20 Birdie

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Posted 20 April 2019 - 02:27 AM

Some more random previews around the 9th signature hole on a late afternoon...

9-10 holes splined, but still need elevation work. Lost endless nights with getting the water like i was aiming for. Also started building a planting set. Endless color matching, playing with lighting and so on. Stopped using dynamic sky now, seems to not give a lot of control options in Unity.

Long way to go.

 

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