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Opinions on replacing PP splines with custom meshes


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#1 Birdie

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Posted 06 February 2020 - 11:16 PM

I was experimenting with replacing PP spline meshes with duplicates edited and further scupled in Blender and then imported back as obj's. I tried to replace a complete hole. Things i did then was renaming the parts to "Spline ..." and adding mesh colliders and so on. I also tried to cut-out the original meshes (making them transparent).

A nice fact was to be able to actually use a tesselation shader on lets call it "terrain" with PBR slots. With the distance based variant of the shader you somehow get LOD out of the box too.

Also really nice is to have all ways of finer control to manipulate the mesh in Blender. Just think of adding some hanging grass "lips" where rough meets a hazard or on bunkers for example.

But sure it's also a little overkill to juggle with all these real and not so real terrains.

I then encountered that i can probably not simply cut-out a PP green because the (flag)hole looked very strange with some surrounding square textures or so. So i kept the original green's spline plus default shading.

I then also didn't find a way to let a tesselated mesh take account of the overlay. So this looked a bit too sterile then  too.

What works is to use Unity's standard shader on the duplicated meshes where you have a 2nd UV slot. There you can add the overlay texture but this also needs a bit of UV editing in blender. But then there is no more "real" displacement. You still can add a occlusion and height map or whatever but raising the height value looked weird because of the overlay texture which got displaced too. So from a texture mapping point of view it seems not really worth the amount of work.

 

What stays is the interesting option to further alter the meshes externally. 

But i don't know if it's generally critical to do so?

Will it affect ball physics maybe or completely confuse the game's internal calculations? Are there some do's and don'ts before i continue with this kind of stuff?

Anybody with some experience out there? Are the Dr Rob bunkers maybe done this way?

 

I welcome any input.

 

 

 



#2 shimonko

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Posted 12 February 2020 - 02:01 PM

As you found, the green's quite special in that the cups are removed from the green meshes dynamically upon starting a game, as only then it has been decided which pins to use.I would expect keeping the meshes original name would work, but greens are one thing that I don't really see the need for further mesh editing (unless making a mini golf course).

re: Tessellation not working with overlay - I'd suggest this could be because the overlay shader targets shader model 3.0 which is DX9, whereas tessellation is supported by DX11 onwards.

 

It's been many years since I've played with CF, but I seem to recall bunkers allowed overhanging lips to be defined in bunker layer by specifying negative lip widths? There's likely a way to do similar with water hazards, but excuse me if this is common knowledge as I don't read the forum much.

re: no more "real" displacement on the replaced meshes, was there displacement on the original meshes? I can only recall a normal map slot to visually fake displacement.



#3 Birdie

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Posted 13 February 2020 - 03:03 AM




"re: no more "real" displacement on the replaced meshes, was there displacement on the original meshes? I can only recall a normal map slot to visually fake displacement."

 

 

No, not on the original meshes. I just compared to using the standard shader on the duplicated meshes (which are objects now, and not terrain). This one still has some more options/slots than just a normal map slot, and an overlay can be used in the second UV slot. And there is an heightmap slot but no tessellation - and so i meant no "real" displacement like in the tesselation shader.

What you probably can do is convert a displacement map to the meshes in blender so you already have all these tiny bumps and no more need tessellation through shader in Unity. Then maybe we probably could use the overlay on an lets say already-really-real-Blender-displaced mesh where we only need a standard PBR shader/material in Unity.  

My English at its limits... :D



#4 Drrobmiller

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Posted 13 February 2020 - 06:09 PM

Hey birdie

 

yes. My bunkers were altered in blender so I could make irregular bunker lips and then imported back into cf/unity...then textures painted on with splat painter, then split up using mesh editor so I could assign the bunker properties.

 

quite the process but very cool results.  Wouldn’t recommend it if doing whistling straits

 

rob



#5 Birdie

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Posted 14 February 2020 - 05:31 AM

Thanks Rob for this little insight how you did it. I never used splat painting and I guess only with this approach you could achieve a nice blend with the surrounding original meshes as the PP blend is no more available on the imported object meshes?

#6 Drrobmiller

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Posted 14 February 2020 - 12:14 PM

Correct

It’s now and object imported in...actually .fbx
Which needs to be painted with textures

#7 Drrobmiller

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Posted 14 February 2020 - 12:15 PM

Correct

It’s now an object imported in...actually .fbx
Which needs to be painted with textures




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