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Cart Path Tool For CF?


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#101 axe360

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Posted 30 April 2017 - 05:09 PM

Actually they do have something that works something like that but it won't do serpentine and that's the "faceted Spline Tool" for tee boxes.

I wonder if PG could modify that so you could draw paths with it?

 

picture003.jpg


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#102 IanK

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Posted 30 April 2017 - 05:35 PM

I've just used the 'human height' object turned through 90° and altered to the required width of your pathway. These can then be cloned multiple times and placed along the route of the path. The 'concrete' spline can then be drawn using the horizontal human height objects as a width guide. The path might need minor alterations but using this method seems to work very well.
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#103 Justin9926

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Posted 30 April 2017 - 06:30 PM

MrCobra, good to know. I have only tried doing it the way Mike has described with the free asset. I have debated trying the paid for asset to place bulkheads but need to spend a bit of time watching the videos. It may not prove to be more efficient over my Blender method anyhow.

Here is some experimentation getting a more "3D" path. I am showing 3 examples. Each increases in Tri count. Honestly, I'm not sure the extra effort is really needed for this. Once you get my steps down, it will be about 5 minutes work for each path you create. Basically, exporting Easy Road spline, extruding faces in Blender, remapping texture, re-import and set up Collider, turn off shadows, set material, etc. I really like what RobC is doing by just blending with the texture. But, if you desire some chunkiness to your path, I can certainly show you how to do it. Let me know if you really want to head down this....stupid pun...

90 degree ledged path
Ee96cmk.jpg

Slightly beveled path
fnPMlOA.jpg

Rounded edge path
N2upxMl.jpg

I would definitely like to see how you did it. If you don't mind DP. I know on my first course Bethpage Red I had the Cart paths  set to 05. But now with Bethpage Black on the 16th tee, no matter what height I use I get some Z-Flightting on the cart path. Due to the T being elevated way above the fairway. I'm wondering if I give it some thickness it will remove the Z-Flightting?

 

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#104 axe360

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Posted 01 May 2017 - 12:48 AM

18 holes of paths done! Boom! Wasn't as bad as I thought, I agree that you can overlap paths but when you try to butt them up end to end, kind of tricky to get them perfect.

Hope they turned out ok but man, am I glad I'm done laying them down, always hated to do cart paths.


Done with designing.

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Aronimink PA

Amana Colonies Iowa

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#105 DPRoberts

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Posted 01 May 2017 - 02:20 AM

For Justin and anyone else interested in plumping up your Easy Road path...

 


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#106 axe360

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Posted 01 May 2017 - 02:26 AM

Wow! Awesome. Way to much for me but I'm sure others will appreciate this. You are genius with this stuff Matt. Very nice of you to do.


Done with designing.

Released Courses: Real

The Golf Club @ Dove Mnt. AZ

Aronimink PA

Amana Colonies Iowa

Fictional:

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#107 Justin9926

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Posted 01 May 2017 - 05:28 PM

For Justin and anyone else interested in plumping up your Easy Road path...

 

Thanks  Matt, I will give it a try. But at the moment I'm trying to figure out how to  find a invisible collider  that was left behind.


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#108 NoPutt

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Posted 01 May 2017 - 07:41 PM

Cool stuff DP, I'll definitely give it a go, thanks for taking the time

to create the video, it's so much easier to follow.


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#109 yesrushdt

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Posted 02 May 2017 - 05:47 AM

Looks great DP.  Exactly what I was hoping for having part of the cart path "underground" like it would be in real life.  Of course there will be many parts of the cart path that won't be near the 3D grass, so this will still look visibly better than the way people have done it previously just using Easy Road.



#110 Justin9926

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Posted 05 May 2017 - 08:25 PM

Took 3 of my  easyroad cart paths and switch them out for the DPRoberts easyroad paths. Think they look pretty good. Going to put them in my next  beta build  and see what  people think and how they play.  I didn't notice them playing really any different. But they no longer looked like there  floating even if you do get them close. Like you said, once you do one or two of them it takes no time at all to switch them out.

0WMfQLH.jpg

9jdC3yd.jpg

 

 

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#111 axe360

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Posted 05 May 2017 - 08:30 PM

Damnnnnn! Those look nice!!


Done with designing.

Released Courses: Real

The Golf Club @ Dove Mnt. AZ

Aronimink PA

Amana Colonies Iowa

Fictional:

The Grinder Anytown U.S.A.

 

 

                   


#112 axe360

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Posted 14 May 2017 - 04:40 PM

So wanted to revise a little bit. Now that I feel I have control of EZ Roads, I wanted to say, that yes, once you learn it, it is not bad to use even though there are more steps than a traditional cart path tool would use.

 

I still don't like the way it can't lay flat on the terrain and I use .09 height.

What I also liked was that even after you delete Ez Roads from CF, if you find you have a bad section of path, you can just reinstall, remove said section and replace it. That I am thankful for.

 

However, I would still hope Someday, PG comes up with a Cart Path tool that is worthy of this game.

 

All in all, I'm very happy to have EZ Roads to use, as it is better than trying to do it by hand, fo sho and really doesn't look that bad..

 

Thanks.


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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