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Measurements in Unity


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#121 shimonko

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Posted 04 November 2014 - 10:25 PM

All 3d apps are different, and even within the one app you may have different units set so rather than trying to work it out, I'll just create a cube in Unity roughly the same width as the object and try scales of 1, 0.1, .01 etc until the objects match. Most 3d apps are in metric by default, and Unity is metres, so it's usually one of the above. 

 

But rather than scale it where you are doing so above, click on the object in your Asset area and you'll see a scale in the import settings. By changing it here you won't have to rescale it every time you drag it onto your scene.



#122 RobC

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Posted 04 November 2014 - 11:39 PM

Aaah ok got it thanks.Trial and error it is then.... A bit like my grass :wacko:

Attached File  Untitled-2.jpg   50.62KB   4 downloads

not happy with the grass but I guess its more try and try again

Cheers RobC

 


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#123 shimonko

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Posted 06 November 2014 - 07:01 AM

Looks good Rob. Don't spend too much time on the 2d grasses though because CourseForge has its own way of blending them to help eliminate tiling and allow you to have crisper edges to fairways etc.



#124 Kablammo11

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Posted 06 November 2014 - 10:00 AM

...unless Rob means the billboard grasses. It helps to color the lower 3rd of the billboard in the same hue as the texture below. I like to make the tips a bit brighter, to get a bit of a sheen effect going, making the grass look a bit fluffy. Also, with billboards, you will never get a decent grass coverage without planting 3 or 4 differently shaped billboard of the same type of grass into mixed zones, so that the single units and their many repetitions are not recognizable as such any more.

Trick: In Unity, just doubleclick on the billboard or the texture if you want to make some color corrections (those inside Unity are not worth it) and you asset file will immediately open in your graphics software of choice. Edit and save it, and Unity will auto-update all instances inside your scene. The original file will not be altered, btw, just the copy of it inside your asset folder.

But, as always, shimonko is essentially right: There is only so much you can do without CF - and you have done most of it very well. Very linksy mood you've conjured up, me likey! - Detailed adjustments are best made with CF in place, with their meshes, textures and shaders added into the mix. Because once you change only one thing even one tiny bit, everything else will interact with it differently. 


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#125 shimonko

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Posted 06 November 2014 - 11:31 AM

You've set a style K11 - I even suspect HB Studios might have seen WH in releasing their latest course.



#126 Kablammo11

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Posted 06 November 2014 - 12:51 PM

Which one is that? Can you link me yonder?

+1 frowny for going off-topic  :angry:


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#127 shimonko

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Posted 06 November 2014 - 01:19 PM

PM'd.



#128 Jimbobh

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Posted 06 November 2014 - 01:28 PM

But, as always, shimonko is essentially right: There is only so much you can do without CF 

Detailed adjustments are best made with CF in place, with their meshes, textures and shaders added into the mix. Because once you change only one thing even one tiny bit, everything else will interact with it differently. 

Some key points we have heard for nearly 2 years.

But most of us do not have access to CF. Only the selected few have it. Just finding textures that will work is a challenge, not to mention trees and all other vegetation. "Detailed adjustments" are not easily done without CF. Bunkers especially.

The same goes for Terrain Forge, and how much easier it is to use than most other methods. However, I was able to download "Terrain importer" back on 06/06/2013 when someone from PP must of accidentally put it on their download page for a day. The results were a little less than desirable back then, for the simple fact I didn't get the detail I was looking for with the Bing maps, in the area I wanted, so I turned to Google Sketchup. The National Map importer side of it worked fairly well with a little better detail, and I could never get the "import from APCD" to work. I am sure things have improved since then.


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#129 RobC

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Posted 06 November 2014 - 07:37 PM

Yes I did mean the billboard grass...not used to that yet as I have never used billboards before...Not wanting to sound like Axe ;) :D but in TW all you did was make a shader for the grass blades and it did it all for you and they weren't billboards. Its just a different way of doing things that I will get used to in time.

Thanks for tip with planting 3 different types it definatly improves it 100%

Like I said earlier I only really do real courses and have the 3 Bandon Courses ready imported... overheads,terrain etc but without the CF I wont even attempt them because of the finer detail so just getting to grips with unity terrain editting

onwards and upwards

Cheers RobC



#130 Kablammo11

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Posted 07 November 2014 - 07:25 AM

Won't be too long, Rob (I hope). 

Billboards are strangely old-fashioned, yes, and they do not hold up to close muster. But in the medium and far visual range they look so much better than the very uniform shader grass, which in return feel a lot more grassier at very close range. I think that, overall, the outdated billboards allow for an injection of more natural beauty and far more visual diversity than the procedural TW08 grass.

In a best-case world, we should be able to combine both techniques. In this world here, we have to compromise and settle for one or the other...


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

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#131 Andrew

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Posted 14 November 2014 - 08:06 PM

Yes I did mean the billboard grass...not used to that yet as I have never used billboards before...Not wanting to sound like Axe ;) :D but in TW all you did was make a shader for the grass blades and it did it all for you and they weren't billboards. Its just a different way of doing things that I will get used to in time.

Thanks for tip with planting 3 different types it definatly improves it 100%

Like I said earlier I only really do real courses and have the 3 Bandon Courses ready imported... overheads,terrain etc but without the CF I wont even attempt them because of the finer detail so just getting to grips with unity terrain editting

onwards and upwards

Cheers RobC

We have nice hi resolution lidar scans of the Bandon courses... 



#132 RobC

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Posted 14 November 2014 - 08:34 PM

We have nice hi resolution lidar scans of the Bandon courses... 

Aah Bugger not worth me doing those then...unless you wish to share ;) :P






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