Maybe some Mods could just delete the last Post. It is ok to say nothing related to the thread, but saying nothing at all seems a bit much for me...
"TPC Brian"
#21
Posted 23 January 2014 - 12:11 PM
Who cares...
#22
Posted 24 January 2014 - 01:07 PM
Done and topic restored!
#23
Posted 24 January 2014 - 01:17 PM
Brian... quite possibly my eyes, but are alot of the holes using sunken fairways ? It shows a few regarding several of your latest images and I'm curious to see how the ball is likely to end up in the middle of the fairway all the time based on this.
Maybe include a few challenges, whereby going long allows that safety, but shorter accurate shots make landing on the fairway harder, with a roll off slope etc.
No basins lol..
I told Brian about your failing eyesight and twitching clicking finger Ian and I guess he's trying to help you out a little
#24
Posted 24 January 2014 - 04:06 PM
Hi guys, nice to see my topic is back up. Yesterday I worked on some CF library modifications to get the course textures looking unique. CF makes it easy to just swap out textures which can instantly make your course look different. Here are some screens from yesterday to demonstrate this.
1_23_screenshot01.PNG 781.17KB 2 downloads 1_23_screenshot02.PNG 711.75KB 1 downloads 1_23_screenshot03.PNG 717.08KB 1 downloads 1_23_screenshot04.PNG 707.64KB 2 downloads
Ian, you make a good point. A lot of my fairways slope towards the center. I can probably adjust slopes to provide challenging/safe areas.
- nstone73 likes this
#25
Posted 24 January 2014 - 04:19 PM
I wouldn't want to drive a cart off the end of that path in the last pic!
#26
Posted 24 January 2014 - 04:24 PM
Ha, yes very slopey. Suppose it will be worth going through and smoothing out some areas
#27
Posted 24 January 2014 - 04:52 PM
Or some fencing/guardrails might look nice in areas like that... Course is looking very nice! I like the way the paths are carved into the hillsides, reminds me of Wolf Creek in Las Vegas...
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
#28
Posted 24 January 2014 - 06:38 PM
Began planting a few of the holes. Good suggestion Axe, I threw a fence in along one of the cartpaths.
1_24_screenshot01.PNG 1.09MB 2 downloads 1_24_screenshot02.PNG 1.04MB 0 downloads 1_24_screenshot03.PNG 1.05MB 0 downloads 1_24_screenshot04.PNG 1.23MB 1 downloads 1_24_screenshot05.PNG 1.24MB 30 downloads
- nstone73 likes this
#29
Posted 24 January 2014 - 06:44 PM
Very impressive how quickly you're making these changes....gives us novices so e hope!
#30
Posted 24 January 2014 - 06:48 PM
Yup, that looks gr8!... In the TW's CA we have to actually plant objects and we can lower and raise them incrementally, can or do you need to do that with your CA (course architect)? If so and not to be picky, can you lower that walking bridge, it looks like it is to far up in the air.. Love the fence, bam!!
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
#31
Posted 24 January 2014 - 07:36 PM
Thanks Dave. And axe, within Unity, you can move objects around very easily right in the editor with the move gizmo. Or you can also position items numerically with x,y,z coordinates.
#32
Posted 24 January 2014 - 07:46 PM
I see Brian and thank you for doing this and answering our questions as you go.. It's very cool to watch... Good luck
- Davefevs likes this
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
#33
Posted 24 January 2014 - 08:41 PM
Perhaps a stupid question, but why don't you pick an existing piece of land and just add a golf course to it. Or is the point of this thing to create everything from scratch?!
- I typed "rm -rf /*" and now my system won't boot!
#34
Posted 24 January 2014 - 09:04 PM
Good question dr-nix. That's actually something that we were considering, and will probably eventually do. For now we wanted to demonstrate the ability to sculpt terrain yourself though and show that you can get good results even without any preexisting data.
#35
Posted 24 January 2014 - 09:34 PM
I told Brian about your failing eyesight and twitching clicking finger Ian and I guess he's trying to help you out a little
Thanks Mike lol.
Liking the planting Brian, a course never looks like a course until a shadow falls onto it, unless it's a links course of course!
Talking of eyesight Mike, did you see my reply?
#36
Posted 24 January 2014 - 10:28 PM
Here's some more screenshots. Almost have the front 9 holes planted
1_24_screenshot06.PNG 1.22MB 2 downloads 1_24_screenshot07.PNG 1001.18KB 1 downloads 1_24_screenshot08.PNG 1.14MB 0 downloads 1_24_screenshot09.PNG 1.16MB 0 downloads
#37
Posted 24 January 2014 - 10:49 PM
Looking good Brian.
How did you find the planting of the 3D grasses went? Is it fiddly or no different to applying other terrain grasses?
#38
Posted 25 January 2014 - 12:40 AM
How difficult is it to build those bridges and pathways made of wood. They are very impressive and seem to have come along rather quickly
#39
Posted 25 January 2014 - 01:19 AM
Thanks Daz. In Unity planting 3d grasses is as simple as it is to paint textures on the terrain. The terrain tools that ship with Unity include heightmap sculpting, texture painting, tree planting and grass planting. All of which are basically brushes that you can paint the terrain with and very simple to use; each having opacity and size sliders.
MJ, the bridges and pathways are objects that I had modeled in Maya. Unfortunately for anything beyond basic shapes, you won't be able to model them within Unity, so a modeling package is required (of course there are free ones like Blender). I believe that when we ship Course Forge, it will include some objects like this so that the users can utilize them as well.
- Ron Piskorik, Keith and IanD like this
#40
Posted 25 January 2014 - 09:12 AM
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