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Unity 5 Update pictures


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#241 Splash

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Posted 03 June 2015 - 08:06 PM

Yes, very nice ...... what I was looking for. Much better. Thanks again. Peace guys.


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#242 Buck

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Posted 03 June 2015 - 08:06 PM

Gimcrack, on 03 Jun 2015 - 7:56 PM, said:

Looks lovely but the reflections in the water don't really match what they are supposed to be reflecting, as Buck says.
There would be more sky reflected and less of whatever we can see in this picture, which should only be as deep as what it's reflecting.

 

Interesting point - maybe that's why it looks slightly "off" to my eye



#243 Buck

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Posted 03 June 2015 - 08:07 PM

JoeF, on 03 Jun 2015 - 8:03 PM, said:

I think you might be thinking of Southampton.  Deena had posted a pic of the real course from satellite imagery.  

 

Ahh - perhaps that was it.  I knew it was something with an "S"  haha



#244 Dazmaniac

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Posted 03 June 2015 - 08:26 PM

Gimcrack, on 03 Jun 2015 - 7:56 PM, said:

Looks lovely but the reflections in the water don't really match what they are supposed to be reflecting, as Buck says.
There would be more sky reflected and less of whatever we can see in this picture, which should only be as deep as what it's reflecting.

G,

I understand that U5 offers fully reflective water like you describe, but it ultimately comes with a hit to FPS.

In the Show & Tell thread, K11 had posted pics of his work in progress project and I believe that has the fully reflective water on show.
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#245 Buck

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Posted 03 June 2015 - 08:40 PM

Safe to assume that's low quality rendering since its the designer software?  Looks absolutely 10 years old to me.



#246 Dazmaniac

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Posted 03 June 2015 - 08:50 PM

Buck, on 03 Jun 2015 - 8:40 PM, said:

Safe to assume that's low quality rendering since its the designer software?  Looks absolutely 10 years old to me.

 

Which pics you referring to?



#247 Buck

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Posted 03 June 2015 - 08:51 PM

Dazmaniac, on 03 Jun 2015 - 8:50 PM, said:

Which pics you referring to?

This one

m6Ezlq3.jpg



#248 Gimcrack

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Posted 03 June 2015 - 08:52 PM

axe360, on 03 Jun 2015 - 8:37 PM, said:

G here is a link to the page of k11's that I believe is the U5 water. I could be wrong though..
Scroll down to bottom of page. Now, I'm not really sure I like that water to much either? Seems weird..
http://www.perfectpa...ow-tell/page-54

Thank you axe360. I'm not sure I like the look of that, but maybe there is some more work to do on it. Is the design supposed to be 'cartoony'?

#249 axe360

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Posted 03 June 2015 - 09:01 PM

Gimcrack, on 03 Jun 2015 - 8:52 PM, said:

Thank you axe360. I'm not sure I like the look of that, but maybe there is some more work to do on it. Is the design supposed to be 'cartoony'?

Me either, that's why I took it down. lol 


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#250 Dazmaniac

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Posted 03 June 2015 - 09:07 PM

Buck, on 03 Jun 2015 - 8:51 PM, said:

This one

m6Ezlq3.jpg

 

The green texture you see is K11's base Unity texture which is overlaid on to his terrain height-map, which helps him draw out the holes in Course Forge. The pic above does not yet have CF splines/textures applied out for the hole/green you can see. As for the clubhouse, that comes from the depths of K11's mind, lol.

 

Here's a pic where he has applied CF splines/textures which now cover what you saw above and he has also reworked the clubhouse.

 

i6vTmy9.jpg



#251 Buck

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Posted 03 June 2015 - 09:18 PM

Dazmaniac, on 03 Jun 2015 - 9:07 PM, said:

The green texture you see is K11's base Unity texture which is overlaid on to his terrain height-map, which helps him draw out the holes in Course Forge. The pic above does not yet have CF splines/textures applied out for the hole/green you can see. As for the clubhouse, that comes from the depths of K11's mind, lol.

 

Here's a pic where he has applied CF splines/textures which now cover what you saw above and he has also reworked the clubhouse.

 

i6vTmy9.jpg

 

hmmm...

 

 

Even if just focusing on the water, I'm not really impressed. 

Makes me think of a demo for a Wii version of Wave Race or something



#252 rdh

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Posted 03 June 2015 - 09:27 PM

On this whole water topic and refractiveness (is that a word?) is this something that has to be specified at design time?  Or could a designer just designate the water so that it could be a display setting/option players could select?  i.e. turn on a "Refractive" option if you want refractive water?



#253 Dazmaniac

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Posted 03 June 2015 - 09:32 PM

Buck, on 03 Jun 2015 - 9:18 PM, said:

hmmm...

 

 

Even if just focusing on the water, I'm not really impressed. 

Makes me think of a demo for a Wii version of Wave Race or something

 

Sorry bud, can't help you any further. Just posting what is available. I've no idea what settings K11 has applied to the water and/or any after effects. Your best bet is PM him, if you really want to know what it is like.

 

It is only a pic too, so may look different when seen in motion in game.



#254 Buck

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Posted 03 June 2015 - 09:33 PM

Dazmaniac, on 03 Jun 2015 - 9:32 PM, said:

Sorry bud, can't help you any further. Just posting what is available. It is only a pic too, so may look different when seen in motion in game.

 

It's all good.

To my eyes the current water looks way better than that. 



#255 PurpleTurf

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Posted 03 June 2015 - 11:18 PM

Andrew, on 03 Jun 2015 - 09:37 AM, said:

That depends on what is on the line if you make it.  Taking all the stress out of a 3 foot putt, well if you want to play that way play auto 6ft gimmies.  We provide a wide range of gimmies in the game so people can play how they want to play.  If we made the swing meter so easy on the short putts that you never miss one unless you fall asleep in the middle of your swing,  then you might as well turn gimmies on.

 

I do agree that when you first try the new putting the initial instinct is to say bah its too difficult.  but like most things it becomes a lot easier with a little practice.  The swing meter is exponential not linear so the further around you go the more each degree adds to the putt.

Im not saying that short putts should be easy.  Im just saying short putts shouldnt be made harder by the tool that allows us to putt.(ie the meter and 3click).  The break should be what makes the short putts hard, and sometimes they are.  Turning on gimmies at 6 or 8 feet is just going to take away a tough 5 foot sidehiller, which is part of the game and you should have to make those.

As for putting being difficult, I love it that way, it should be that way.  And I will practice for weeks trying to get good at it as that is what I love to do.  All Im saying is the tools should be there to make it possible.  And 2 things worry me about the new putting.  Short distance putting and max putting distance on long uphill putts.

Also with the reduced snap penalty what decimal is the reduced snap penalty?  No aids is picky down to the .01 range.  Wonder how picky the new putting is.



#256 Rehit

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Posted 04 June 2015 - 12:38 AM

never mind...



#257 Ted_Ball

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Posted 04 June 2015 - 01:50 AM

PurpleTurf, on 03 Jun 2015 - 11:18 PM, said:

All I'm saying is the tools should be there to make it possible.  And 2 things worry me about the new putting.  Short distance putting and max putting distance on long uphill putts.

 

Yes the tools are there. Here's a solution to the difficulty in having one gauge for short and long distance putts......put a distance flag on the swing gauge.

 

I thought that was a superb innovation. (A liitle side note here. When I was doing thought experiments in my 'Rubbish' thread I came up with an idea that for putting and half-shots from off the green the power to reach the target would be pre-determined somehow - so that there wouldn't be the problem of having a speculative point on the gauge itself. I was gobsmacked when the 'distance flag' was introduced. Such a simple solution that I missed completely.) I would like to commend the backroom guy that came up with that idea. Brilliant. 

 

I thought, although, that it could have been done even better in the gravitational forces on the elevation. The flag could have been at a power that would get the ball to the hole on a level surface but the choice of how far under or over the flag point would have been more critical but more precise.  As it is now it seems that an uphill putt has to be right on the flag to get the distance (with some seemingly arbitrary differences) . That doesn't seem quite right but anyway.....

 

To me, the flag represented that instinct that most golfers have to sense or visualise the power need to get the ball to the hole. It is probably a learned instinct from experience and practice and you can see that when watching professionals putt if not in your own game. The mistakes occur in distance control when the player has nervous doubts which makes a twitchy stroke. I have argued this before and I kind of believe that the devs were thinking the same way - they were trying to replicate the game of a Pro golfer. I thought it worked very well and with some tweaking could have been the Perfect solution. But forum posters being what they are...well, you know....opinions can sway even the greatest of innovative developers.

 

I look forward to the many and inevitable posts from posters (even apart from Buck) with their many and varied opinions on the new putting system. Bless you all.



#258 axe360

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Posted 04 June 2015 - 01:56 AM

The flag is gone in the new build.. I haven't played this way enough to make an informed analysis on it. So far I like it but I am sort of guessing on how hard to hit the putt.. I guess that is the learning curve..


Done with designing.

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#259 Guest_deena_golf_*

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Posted 04 June 2015 - 02:27 AM

axe360, on 04 Jun 2015 - 01:56 AM, said:

The flag is gone in the new build.. I haven't played this way enough to make an informed analysis on it. So far I like it but I am sort of guessing on how hard to hit the putt.. I guess that is the learning curve..

exactly - its a brilliant way to putt IMO and requires 'touch' you can always try making and exponential overlay if u really want to but you will be up and running with it in no time for certain - I love judging the correction or lack of it already (like a 10 foot put 6 inches up will require quite a lot of overswing yet a 30-40 foot putt 12 inches up won't need a jot), this is what I call 'touch' and an unflagged meter is only going to enhance that game effect - combined with that absolutely stunning fantastic rear view putting cam I saw on the other page it promises to provide an absolutely joyful experience and I do not doubt it will have the greater majority of players enthralled - and there will always be a few who don't like much about anything at all no matter what you do, almost purposefully...

 

but nevermind.



#260 axe360

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Posted 04 June 2015 - 02:31 AM

I agree Deena. I never liked the flag marker and without it, it does make if much more real..


Done with designing.

Released Courses: Real

The Golf Club @ Dove Mnt. AZ

Aronimink PA

Amana Colonies Iowa

Fictional:

The Grinder Anytown U.S.A.

 

 

                   





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