I was doing some fixes to one of my older courses and thought I'd also build the par 3 course that was sculpted in the middle of it. Did some smoothing and tweaking and saved it as a different course and different scene and then built the splines etc. to make it playable.
Would it be better exporting heightmap to Photoshop/ Gimp and only fix the part of the terrain needed for the par 3 course? Will that make much of a difference for course loading time or other performance related issues? And if not for a par 3 course I also have another project, 2x 18 holes sculpted on a single Unity terrain.
Haven't used Photoshop or Gimp much so would like to have another opinion before starting to spend time on this.
Will problems arise if you have the other course's tees/pins/shotpoints remaining or did you delete them all and only have the meshes remaining of the outer course and the par 3 course the only layout with tees and pins?
When we created the par 3 course at Augusta in conjunction with the main course for the TV companies we had them both on the same plot. As speedtree trees LOD very well and they are the main factor in determining performance it really doesn't make too much difference how many holes you have sculpted and laid on your plot. Of course the limitation at the moment is that you can only plant tees and pins for 18 holes at a time on the plot.
Will problems arise if you have the other course's tees/pins/shotpoints remaining or did you delete them all and only have the meshes remaining of the outer course and the par 3 course the only layout with tees and pins?
Yep I deleted tees/pins/etc. and only left the meshes. Good to remember that you are still working with the same terrain so whatever shaping is made on the new scene it also changes for the original.
Thanks Mike for the info. If anyone is interested you can download the course from OGT testers lounge under The Red Tree Club.
A par 3 course I created long time ago and I kind of forgot it in the test forums. It's designed to be played with 3 clubs with longest hole at 130 m. It's a kids/fun course next to the fictional Red Tree Club. Greens can be tricky and recommended max green speeds diff 8, med 11, easy 14. Final version from the link below.
Actually, you do not need to delete the pins and tees for the original course. By organizing the pin, shot point and tee objects in your hierarchy, you can have two courses on the same terrain. I made this video for skunky showing how it is done for Trump Bedminster. There are a few things I omitted in the video.
1. I had my Courseforge script package update installed. That's why my tees, pins, etc. were named H01..H09, etc. rather than H1..H9. I highly recommend you install it as it also gives you enhanced pre-build warning messages.
2. Complete all splines, pin and tee planting for one course and make sure all of the hole objects are placed in the proper holder. When done with all holes, do the same for the second course.
3. While doing local testing, I just use the same scene name for all builds. When it becomes time to do a release build (beta or final), you have to save your base scene as two different temporary scenes, one for the old course and one for the new course. This is where changes are made to the Information (course name, custom flag, and tees). After you build the courses, delete the temporary scenes and reload your base scene for editing. So you would have something like this.
bedminster_base_scene - used for all editing
bedminster_old_course - temporary scene for building, delete after course is built
bedminster_new_course - temporary scene for building, delete after course is built
Just make sure you always reload the base scene after building a release version of your course(s).
Thanks Mika, that did the trick. As I said, I have never had problems with the Mega site before, but for some reason this one just would not work for me. I am a big fan of your designs and look forward to something new from you.
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