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Cart Path Tool For CF?


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#41 Dazmaniac

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Posted 23 April 2017 - 05:32 PM

Quite ironic they are called Easy Roads, what with all the trouble they seem to cause, lol.

#42 clubcaptain

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Posted 23 April 2017 - 06:23 PM

It would have been nice if the correct parameters and settings had been revealed.


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#43 Crow357

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Posted 23 April 2017 - 06:47 PM

It would have been nice if the correct parameters and settings had been revealed.

I didn't see a tutorial for Easy Roads.   If it was me, I wouldn't try to support a third party tool that has the power to pretty much destroy your terrain.  Perhaps someone that is well versed with ER can make a tutorial.


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#44 axe360

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Posted 23 April 2017 - 06:48 PM

Trying to get a realistic cart path, drawn by hand, at the proper width throughout and having to adjust about a million cntrl points just to do that, doesn't seem to me to be something that should have to be done in 2017. You have seen my short vid where I laid down a perfect path in about 10secs of 150yds. Seems we can do better with this futuristic game, is all I'm asking about.


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#45 Crow357

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Posted 23 April 2017 - 06:56 PM

Trying to get a realistic cart path, drawn by hand, at the proper width throughout and having to adjust about a million cntrl points just to do that, doesn't seem to me to be something that should have to be done in 2017. You have seen my short vid where I laid down a perfect path in about 10secs of 150yds. Seems we can do better with this futuristic game, is all I'm asking about.

I was just replying to clubcaptain's comment.  I'm sorry, I missed your video.


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#46 axe360

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Posted 23 April 2017 - 06:57 PM

I didn't see a tutorial for Easy Roads.   If it was me, I wouldn't try to support a third party tool that has the power to pretty much destroy your terrain.  Perhaps someone that is well versed with ER can make a tutorial.

http://www.perfectpa...ge-2#entry60879

 

This is all I found. But as I said, way to many steps IMO WAY TO MANY!


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#47 Crow357

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Posted 23 April 2017 - 07:02 PM

http://www.perfectpa...ge-2#entry60879

 

This is all I found. But as I said, way to many steps IMO WAY TO MANY!

Yeah, that's an old post in the private beta testers section.


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#48 axe360

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Posted 23 April 2017 - 10:13 PM

And if All that isn't bad enough. I'm thinking ok Axe, your just about done, just check a few greens, so I may as well install EZ Roads.

Spent the next hour trying to figure out why my course wasn't compiling right.. OH YEAH, YOU CANT COMPILE WITH EZ ROADS!!! DAMNIT!!


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#49 Dropzone73

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Posted 24 April 2017 - 12:33 PM

Just curious... why and what are the issues when creating Paths, in a similar fashion to this...

 11uwarr.jpg

 

Ignore my planting attempts....very poor....lol. However, the Layers Library can produce some better edging for Paths, and may even improve upon the gameplay, that I believe is hampered by those failing to input parameters correctly. So... why isn't this used, and what am I missing?

You can't do that straight to the terrain, because "bunkers" needs to be at some rough mesh or at fairway mesh. Most of the designers need to place roads straight to the terrain.



#50 IanD

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Posted 24 April 2017 - 06:43 PM

Placing roads straight to the terrain isn't as hard as it sounds...or am I missing something ?

 

uaomw.jpg

 

Okay... I simply drew a spline, and spent a little time making it narrow and winding. Yes, it takes time and patience, but like all finishing touches... it's in the detail.

 

I know the spline cannot cross another spline... so, it's simply a way of making a path or road across the terrain where no splines exist. Like, making your main spline outer (housing the fairways and playing areas) smaller to accommodate the path/road running nearby. Or simply encase the path inside the outer spline. It's only the limits of the CF spline sizes and planting issues that stop us doing alot more.

 

However, if you have any issues with creating a simple road spline.... encase it with a rough outer spline, insert them all when the shape is exactly what you want, lock your road spline, delete the outer rough spline and tell me what is wrong with that...?



#51 Dazmaniac

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Posted 24 April 2017 - 09:07 PM

Can we import the cart path tool from the APCD in to the CF?

 

:D



#52 axe360

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Posted 24 April 2017 - 11:21 PM

Can we import the cart path tool from the APCD in to the CF?

 

:D

 

It had a cart path tool? I find that shocking since it was only a 2d game. :P :D ;)


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#53 Mike Jones

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Posted 25 April 2017 - 02:31 PM

Yeah the cart path tool in APCD that no one used Daz :)



#54 Crow357

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Posted 25 April 2017 - 02:33 PM

It had a cart path tool? I find that shocking since it was only a 2d game. :P :D ;)

The trees were 2D, but everything else was 3.  I remember making rope out of the terrain... lol


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#55 IanK

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Posted 26 April 2017 - 10:16 AM

I've been doing a bit of experimenting using the 'concrete' spline with a 'rough' fringe. It doesn't look too bad but I'm sure it could be improved with a bit more tinkering. The ball's reaction with the path is what you would expect.
2mer6t2.png
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#56 Acrilix

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Posted 26 April 2017 - 10:53 AM

I've been doing a bit of experimenting using the 'concrete' spline with a 'rough' fringe. It doesn't look too bad but I'm sure it could be improved with a bit more tinkering. The ball's reaction with the path is what you would expect.
2mer6t2.png

 

Is it possible to widen the fringe so the angle is less noticeable?


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#57 IanK

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Posted 26 April 2017 - 11:19 AM

Is it possible to widen the fringe so the angle is less noticeable?


I'll give it a go. It's never going to be possible to hide the edge completely but having a grass/rough edging looks better then just having a rounded edge to the concrete path.
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#58 Dazmaniac

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Posted 26 April 2017 - 11:37 AM

Yeah the cart path tool in APCD that no one used Daz :)


I never designed in APCD so I never used it, lol. Can't speak for other designers.

:lol:

#59 IanK

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Posted 26 April 2017 - 12:15 PM

Rough fringe widened. The problem is that if you widen it too much you start getting that horrible dark edge anomaly that you get on the edge of the rough. I'll narrow the fringe a touch but I think its quite an acceptable path without using Easy Roads, which I don't particularly like anyway.

 316447s.png


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#60 axe360

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Posted 26 April 2017 - 01:17 PM

Looking very good IanK.. How are you getting the width to look so uniform?

I guess less control points helps a lot.


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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