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Manila Southwoods first steps...


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#221 DPRoberts

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Posted 22 November 2019 - 12:04 PM

I don't know enough about the compiling side of Unity and what is locked down on the course builds but it never made sense that we couldn't adjust something that seemed native to the camera. The newer Unity has even better post processing choices.

But, as you've proven, can find ways to make the most of what we have. Hopefully, on completion, you can post your in game settings and your reshade settings for best viewing.

#222 Birdie

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Posted 22 November 2019 - 01:07 PM

I also often wondered why they excluded such important bits. Probably it was the only option to avoid cheating to exclude everything. I don't know.

I will for sure provide the settings used on a released build.

#223 Birdie

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Posted 22 November 2019 - 01:10 PM

I see in photo number three you found my ball


I found six balls in that spot. Five were definitely mine. On the sixth was a big "B". I assume this was your ball...
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#224 Birdie

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Posted 22 November 2019 - 01:12 PM

“LikeBait” ^^^

Lol


Looks great birdie.

When?
“Soon”?


Still aiming for something around Christmas. But I already stopped promising (and believing)...

#225 yesrushdt

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Posted 22 November 2019 - 03:50 PM

"Don't Stop, Believing" B)



#226 Charles

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Posted 09 December 2019 - 11:04 AM


Yes, i will definitely release something this year. No matter if still alpha or beta. I will have a basic planting all over the course "soon". The foresting goes really quickly when copying parts from the few holes already planted. And there is one pin of each difficulty atm. Will for sure have to add another set and also edit the placement. Load times are about the same as Melbourne without tea time... @450-475mb atm.

Well, it's that time of year again Birdie.. :P Any chance we're gonna see something under the tree?  :rolleyes: We're all waiting!!  :wub: 

 


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#227 Birdie

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Posted 10 December 2019 - 12:06 AM

I'm hoping and praying.... but not promising anymore...

I was lost again in experiments for days and weeks.

At least i think i have some things to show in the next days.


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#228 Birdie

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Posted 17 December 2019 - 12:09 AM

A tiny preview of the veggie facelift. More to follow...

2L55p05.jpg


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#229 GolfGuy72_2000

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Posted 17 December 2019 - 02:08 AM

Wow! The guys playing VG2 should take a look at your screenshots, Birdie. Great stuff!



#230 Charles

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Posted 17 December 2019 - 08:25 AM

Santa is waiting!! :ph34r:...


RTSM / Pro / In the bag: D,3/7W,1H,5i-60W,P.

* Favorite Designers: Skunky - DoGgs - RobC - IanK - PGA Pro - Gary Norman - DrTwist - Bortimus -

DPRoberts - High Fade - Classic Renditions - Matt Rose - Mikahenrik and ... Mike Jones! *

"Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect.

It is at the same time rewarding and maddening - and without a doubt the greatest game mankind has ever invented".

= Arnold Palmer =

 

 

 


#231 Buck

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Posted 17 December 2019 - 05:04 PM

Santa is waiting!! :ph34r:...

 

I’ll leave the cookies and milk out..



#232 ✠ davef ✠

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Posted 17 December 2019 - 11:18 PM

I think you got a better chance of getting a lump of coal Charles.


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#233 ✠ davef ✠

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Posted 26 December 2019 - 01:02 AM

looks like the lump of coal won out here

really starting to wonder if this course will ever come out or is just a pipe dream like PG2

been damn near a year now since this post was started and nothing but a few pics i have written it off myself

and doubt if it did come out i would be in much of a hurry too play it what a hoot

 

now fanboys go ahead and jump on, but i shall speak my mind.


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#234 Birdie

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Posted 26 December 2019 - 02:40 PM

First of all Merry Christmas to all of you! Great to see there are still some people enjoying this game or love designing on this platform. Me included for sure.
I know this one is taking ages. One reason is I'm not easily satisfied with my work. But let me remind you it's my first attempt. I had nearly zero knowledge of Unity, Blender, Speedtree Modeler and and and when I started working on this course. If I would start now it would go much quicker. I would have my texture and veggie set and settings ready to go. Alone splining took ages with too much control points and whatever. Never again would I do it like I did it in the beginning.
But I can guarantee I'm still completely (probably a little too much if you'd ask my wife) fixed on this course and really love the whole process. I'm at my parents but already can't wait to continue working on the course tomorrow night or so...
I'm avoiding release dates but it will be released for sure. I made a big overhaul of my speedtrees lately and also included Megascans and for sure here and there loose days and weeks trying this and that.

Be patient, alpha is coming...
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#235 J_Schollmeyer

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Posted 26 December 2019 - 04:50 PM

First of all Merry Christmas to all of you! Great to see there are still some people enjoying this game or love designing on this platform. Me included for sure.
I know this one is taking ages. One reason is I'm not easily satisfied with my work. But let me remind you it's my first attempt. I had nearly zero knowledge of Unity, Blender, Speedtree Modeler and and and when I started working on this course. If I would start now it would go much quicker. I would have my texture and veggie set and settings ready to go. Alone splining took ages with too much control points and whatever. Never again would I do it like I did it in the beginning.
But I can guarantee I'm still completely (probably a little too much if you'd ask my wife) fixed on this course and really love the whole process. I'm at my parents but already can't wait to continue working on the course tomorrow night or so...
I'm avoiding release dates but it will be released for sure. I made a big overhaul of my speedtrees lately and also included Megascans and for sure here and there loose days and weeks trying this and that.

Be patient, alpha is coming...

Take your time. It's your work. You decide when it's ready for release. Looking forward to the release. I think it will be worth waiting. 


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#236 Birdie

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Posted 28 December 2019 - 03:04 AM

Stoney's micro edits make it taking ages...

SQWze2l.jpg

VK7w2Tr.jpg

MDYwK0J.jpg

 

Stoney's this year's Christmas tree... :huh:

DWyTTns.jpg


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#237 Buck

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Posted 28 December 2019 - 04:06 AM

Man it’s so frustrating how bad the avatar is in this game. 
 

Hacker Harry looks ridiculous and totally out of place amongst the rest of the beautiful course graphics. 


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#238 Birdie

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Posted 29 December 2019 - 03:14 AM

Some more "early" experiments with the tesselation displacement shader on a second ground mesh. If it really works like it's ment to be - don't ask me. Probably not. But i have the feeling it looks slighly better compared to the same maps applied to a standard specular shader for example. Have to cover the seam with grass as i haven't found a solution to blend it with the PP mesh so far. FPS in 4k are only at around 30 here but i also had my main 3d rough activated at this time and maybe the second mesh dooesn't need to be subdivided that much too. Just testing but it definitely looks nice from all angles compared to normal mapping only. 

N4R8QO6.jpg

fqe4fUC.jpg

 

 


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#239 Birdie

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Posted 29 December 2019 - 11:45 PM

Okay, as i said i wasn't sure if the tesselation and mesh displacement really worked like it should with the on board tesselation shaders. I can tell now it didn't even if it already looked not that bad. Now i found a working tesselation shader that really displaces the mesh through a displacement map input. Best of all it's free. In this asset there is a zip with some legacy Unity 5.x shaders and two of them seem to work. https://assetstore.u...placement-37322

Let me show you some more examples where i used some Megascans maps. I really recommend them btw. Subscribe for one month only and you have enough points to fulfill your designer's dreams. It's definitely worth it, especially if we have such a shader at hand to really make use of the displacement maps.

You can also see, if the color matching is done carefully you maybe even don't need a texture blend to the neighbored PP layer as the tesselated and displaced mesh, when slightly lowered, already produces all sorts of tiny clumps at the transition. You can see it in the last screen from inside Unity.

For demonstration i also used some more radical displacement settings for example on the sand/rock texture displacement around the water so you can see all these stones popping out of the texture/mesh.

And i made a few screens from all angles around the golfer so you get a feel how well this looks indipendent of the viewing angle.

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RciRoja.jpg

PgwM48W.jpg

OesXen9.jpg

fWpnMTR.jpg

yoOPeSf.jpg

Ztjt1uf.jpg

NPYSGcE.jpg

XrXTiO2.jpg


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#240 DPRoberts

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Posted 29 December 2019 - 11:59 PM

Very interesting. Would be outstanding for sand belt/waste bunker type courses. Does the shader based mesh change impact the physics at all?

I would be interested in substituting the PP transition shader in a bunker with this. Essentially, induce irregularity to the bunker edge.

🤔
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