Having am blast painting fictional terrain in preparation for the first issue of the CourseForge (Oh by the way: WHEN - AND WHY NOT NOW???). Using the terrain tools is like trying to smooth out a crease in a tablecloth, transferring unwanted wrinkles everywhere. Took me 3 days to learn how to use the viewer camera without having to use it consciously. Still, pun intended, my first design is slowly taking shape...
So I'm slowly beginning to enjoy myself. Keeps me busy while the waiting here becomes unendurable and Dev comments are depressingly scarce.
For those who care (both of them, at most), I first design a course layout in photoshop (1st cut, fws, tees and greens), which I will paste on top of a Unity terrain later, then create the basic heightmap and export it as a Photoshop raw file in grayscale which I use to generate the 3D terrain. Took me a full day of reading to find out that my heightmap needs to be flipped vertically before exporting, to match the layout layer in Unity... Next I start finetuning the geography with the terrain tools in Unity, not too much, just to get my golf holes and all the intended slopes about okay, waiting for the Forge to hit. My biggest worry is that I got the terrain resolution too low and that a yard in my design fails to turn out as a yard in the Forge - as long as a Unity terrain unit is 1 meter and a yard is 90.25 cms I should be okay, though.
Even at this early stage it has become quite clear to me that this is a very useful way to design golf courses and that it easily should be more powerful and less complicated than the APCD. There's a bit of a learning curve, though. But oh, the potential...
Wishes: What I would need most, if I may be so bold, right about yesterday, are these two things:
1. A tape measure feature that tells me distances from A to B horizontally and vertically.
2. A Players POV: The ability to click (with a hotkey) on any point of the course and to be transported there six feet above ground, so that I can easily see what the players will see on the course. To go there manually once every 30 seconds is very tedious.
There's an asset "First Person Shooter Camera" available, that should allow that...maybe. I'll see if that could help tomorrow.