Jump to content


Photo

A question for designers


  • Please log in to reply
10 replies to this topic

#1 Ian

Ian

    Advanced Member

  • Members
  • PipPipPip
  • 1,056 posts
  • LocationCanvey Island, Essex, UK

Posted 24 May 2020 - 01:17 PM

Hi all, I have noticed that on courses with 3DG , that shots hit into rough with steep slopes react much more like in reality and don't run 50 yards though supposedly "Deep Rough". Also, high shots hit into greenside rough stop really quickly, which on "Ordinary" courses, do not. So my question is : Is this something you designers have found by accident or have you managed to build it into whatever it is you do? Whatever the answer, I think it helps hugely with the realism of PG, so thanks for your work, as always. 


  • erwildcat and jmk59 like this

#2 NoPutt

NoPutt

    Advanced Member

  • Members
  • PipPipPip
  • 2,902 posts
  • LocationSouth Carolina

Posted 24 May 2020 - 02:08 PM

3DG has no effect on the ball that I'm aware of.


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

 


#3 Ian

Ian

    Advanced Member

  • Members
  • PipPipPip
  • 1,056 posts
  • LocationCanvey Island, Essex, UK

Posted 24 May 2020 - 07:56 PM

I'm certainly not the only one to see there is a huge difference, but as I'm not a designer, maybe it's something else in their build settings? 



#4 Justin9926

Justin9926

    Advanced Member

  • Members
  • PipPipPip
  • 760 posts

Posted 24 May 2020 - 08:09 PM

I would have to agree with NoPutt. Once I release Kinloch go to the 16th fairway approach shot. Take your shot just left of the green to hit the bank and watch that ball roll all the way down the hill till it meets Mr. water. 

 

Is it any one particular designers course?


Asus ROG G751JT-CH71 Gaming Laptop

2.5 GHz Intel Core i7– 4710HQ

Nvidia GTX 970M 3GB GDDR5

16 GB DDR3

Windows 10 64-bit


#5 Ian

Ian

    Advanced Member

  • Members
  • PipPipPip
  • 1,056 posts
  • LocationCanvey Island, Essex, UK

Posted 24 May 2020 - 10:44 PM

No, we've noticed it on a few but I'll try to make a note in future. I'll also play both versions of a course and try to record it.



#6 jspirate

jspirate

    Advanced Member

  • Members
  • PipPipPip
  • 487 posts

Posted 27 May 2020 - 12:31 PM

Curious... I am not sure I've noticed this, but I will look more closely as I play now.

 

I have not taken the time to look at the updated version of adding 3DG, but the first version should not change ball physics.  Basically there is a second 3DG spline below the original spline that had the collider on it.  This second spline holds the 3DG grass shader with long enough blades of grass to pop through the original spline.  The ball should never make contact with the 3DG spline. 

 

Maybe if the second spline wasn't placed below the original?


i7-8700K
GIGABYTE Z390 AORUS Pro
64 GB DDR4 3200
MSI GeForce GTX 1080 Ti Gaming X
LG 32GK850G
Win 10 Home Premium on 1TB SSD

 

Courses:

Bradford Links - released

Ironwood - released

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

Crow's Nest - released


#7 RobC

RobC

    Advanced Member

  • Members
  • PipPipPip
  • 782 posts
  • LocationSouthampton England

Posted 27 May 2020 - 02:13 PM

Unless people are adding colliders I shouldn't think it will make a difference...the correct procedure is NOT adding a collider when re-importing



#8 Stingreye

Stingreye

    Advanced Member

  • Members
  • PipPipPip
  • 341 posts
  • LocationSouthern California

Posted 27 May 2020 - 03:46 PM

I use the same as RobC. I wonder if people are noticing that a low resolution spline is used vs painted terrain. That low resolution spline could have deep rough properties whereas painted terrain I don’t think you can get it to be recognized as deep rough. Deep rough will slow the ball down more.

#9 Stingreye

Stingreye

    Advanced Member

  • Members
  • PipPipPip
  • 341 posts
  • LocationSouthern California

Posted 27 May 2020 - 03:47 PM

Unless people are adding colliders I shouldn't think it will make a difference...the correct procedure is NOT adding a collider when re-importing


Off topic but I would LOVE to see you go back and update Thr Old course or Pine valley with some 3dg...... (stingreye goes and hides as he knows opening up old designs in CF is dangerous on the mental health).
  • erwildcat and RobC like this

#10 jspirate

jspirate

    Advanced Member

  • Members
  • PipPipPip
  • 487 posts

Posted 27 May 2020 - 04:10 PM

Unless people are adding colliders I shouldn't think it will make a difference...the correct procedure is NOT adding a collider when re-importing

The only spline that has the collider is the original.  Or at least thats how it should be unless someone took the time to add it to the shader spline.  But on second thought, I've seen meshes mess with the ball physics, but they usually do have a collider on them.  My problem was FBX's meshes running into the unity terrain and the transition from FBX to terrain.  Justin helped me with this in an earlier thread and the FBX had a collider.

 

It might be worth testing to see if the second spline without a collider could still run things amuck (if not placed lower than original).  Then again, I am not sure I've seen the issue Ian describes before.  Maybe Ian can provide us with an example.  I am really not knowledgeable in these sorts of things and my cluelessness opens up all kinds of wondering LOL


i7-8700K
GIGABYTE Z390 AORUS Pro
64 GB DDR4 3200
MSI GeForce GTX 1080 Ti Gaming X
LG 32GK850G
Win 10 Home Premium on 1TB SSD

 

Courses:

Bradford Links - released

Ironwood - released

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

Crow's Nest - released


#11 bortimus

bortimus

    Advanced Member

  • Members
  • PipPipPip
  • 1,234 posts

Posted 27 May 2020 - 04:21 PM

Maybe it matters if the ball is still bouncing or has entered a true roll state.  We know that the ball rolling will react differently with colliders than if it is bouncing. 

It would be difficult to pinpoint the exact moment when bounce physics become roll physics.  

As stated above the 3D grass would not make a difference.  But it does matter if the ball is on the terrain (no deep rough possible)  or on a PP mesh (deep rough possible)






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users