Manila Southwoods first steps...
#221
Posted 22 November 2019 - 12:04 PM
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
Posted 22 November 2019 - 01:07 PM
I will for sure provide the settings used on a released build.
#223
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...
- Buck and RobC like this
#224
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
Posted 22 November 2019 - 03:50 PM
"Don't Stop, Believing"
#226
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.. Any chance we're gonna see something under the tree? We're all waiting!!
- balaceanca81 and Buck like this
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 =
#228
Posted 17 December 2019 - 12:09 AM
A tiny preview of the veggie facelift. More to follow...
- balaceanca81 likes this
#229
Posted 17 December 2019 - 02:08 AM
Wow! The guys playing VG2 should take a look at your screenshots, Birdie. Great stuff!
#230
Posted 17 December 2019 - 08:25 AM
Santa is waiting!! ...
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
Posted 17 December 2019 - 05:04 PM
Santa is waiting!! ...
I’ll leave the cookies and milk out..
#232
Posted 17 December 2019 - 11:18 PM
I think you got a better chance of getting a lump of coal Charles.
- Parboy likes this
CUK Mantis Gamer PC (Liquid Cooled Intel Core i9,10 Core MSI GF75 Thin 17" Laptop
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#233
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.
CUK Mantis Gamer PC (Liquid Cooled Intel Core i9,10 Core MSI GF75 Thin 17" Laptop
32GB RAM, 512GB NVMe SSD + 2TB HDD I5 8GB Ram GTX1650
NVIDIA RTX 2070 8GB OC, 600W PSU, AC WiFi, Windows 11 144 Hz Windows 11
VIOTEK 35" CURVED 144HZ-200HZ OC MONITOR
Seagate 4TB External Hard Drive
Klipsch Sound System
BENCHMARKS-https://www.userbenc...serRun/38611652
#234
Posted 26 December 2019 - 02:40 PM
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...
- xooze, yesrushdt, Keith and 1 other like this
#235
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
Posted 28 December 2019 - 03:04 AM
Stoney's micro edits make it taking ages...
Stoney's this year's Christmas tree...
- Skunky and Keith like this
#237
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.
- Perculator and Keith like this
#238
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.
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#239
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.
- DPRoberts likes this
#240
Posted 29 December 2019 - 11:59 PM
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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