Found this helped greatly
Basically turn on Loudness Equalization on your speaker settings in windows and will boost the volume
Did the trick thanks.
Posted 14 June 2019 - 12:09 AM
Found this helped greatly
Basically turn on Loudness Equalization on your speaker settings in windows and will boost the volume
Did the trick thanks.
PC specs...
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Posted 14 June 2019 - 10:50 AM
Dp ...
You are a madman!!! That was some tutorial....wow!
So basically, the 3d grass is on a material that is placed on a .fbx mesh. So unity is placed in debug, choose your spline, export out to .obj.
go into blender and create it to .fbx and import back in. then add the grass material.
very cool and would also work with my custom bunker technique since they are all .fbx meshes.
my only issue is it would probably bring my heavly "tri'd" courses to a hault. Also, Im worried that ithe grass covering will "cover up" the textures to much, unless I go with the 3 grass RBG grasses which I like alot.
Quite the effort you put into this...looks great with the parkland courses
Rob
Posted 14 June 2019 - 02:13 PM
Posted 14 June 2019 - 03:22 PM
Shader definitely seems to "transfer" some load onto the GPU.. Deere Run non 3DG, running a i5 8400 GTX 1050, Ultra Settings, 1660 x 900, i get 30 FPS and GPU use at 47% or something, the 3DG grass version i actually get 39FPS, and GPU usage at 97%
So far only planted out 4 holes using 3DG, and still lots of tinkering including using CF to make standalone "manual" 3dg areas for my bare terrain scrub areas, but overall so far its been very very encouraging
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Posted 24 June 2019 - 12:40 AM
Ok some info from DP please or anyone else with knowledge. I'm already to redo Hazeltine 2019 with 3d grass and then i'll take that same version and just redo the layout and maybe add some tournament objects OR NOT and release a Rydercup version. I watched all the videos and I have blender setup by following the videos (although DP has 2.78 and he suggested 2.80 and that beta has a different setup but I think I still have it setup properly. I have the shader and the OBJ exporter. I'm still not completely satisfied with my overlay for fairways, tees and greens but I can save that for last really. DP mentioned something about bunker water but he never showed anything but I would imagine he is just drawing a shape around the water and using a clone bunker shape so the grass stays out of the water?
Anyways the reason I made the reply for info is I am not sure if I should draw a rough (low) around the course (adding buffers in open areas I would imagine?) or do how I see it done in Orchard Valley which is surrounding 2-3 holes at a time. I am not sure if I can go that route though with all the cart paths I have because I am not sure you can cross the cart paths or I could just be overthinking this. I have seen his tutorial on how to make a low res second terrain but that was done with the overlay and I will probably not be using mine or only certain areas. I just need help because once I get those water bunker shapes done and the outer rough shapes I can start adding 3d grass and redoing the coloring in the trees to make it look better and maybe other things. I was happy with how Hazeltine turned out but not happy because I did a HORRIBLE job at texturing, I have tons of textures from other games but I am not happy with how they look in game and I am not a texture person so this would help the course look awesome and it's something I think I would be much prouder with, I guess I was just so sick of working on it and play testing it (probably 50 times) that I just wanted it done. Anyhow please reply on what you think I should do since there is really not a tutorial that I know of anyways on doing outer rough splining that ain't the low res second terrain one that DP made but that really doesn't pertain to this situation though I think for 3d grass outers.
I really wish people would upload more of the textures they are using for there courses instead of saving for themselves because we all benefit. I am going to upload pretty much every texture I have tomorrow that I have accumulated from many years of golf design and from other games and if anyone of you want to use them by all means. Yes I also realize I still need to clone out the shadows on the overlay if I use that for tees, greens and fairways.
Posted 25 June 2019 - 02:02 AM
Ok I think I am doing it right but because of all the cart paths I have I am drawing in between them with the low res spline, hole 1 has one low res spline because of the cart paths but I have 9 and 18 together and 10 and 16 together by going between the paths. Looks good and hopefully I can keep going through all the holes this way. Yeah I might have to export more splines but oh well.
Posted 25 June 2019 - 02:19 AM
Posted 25 June 2019 - 02:34 AM
Posted 25 June 2019 - 02:55 AM
Matt,
Would you explain the Blender cut out method in further detail or is it a knife cut. I'm needing to join paths in unity and I know you have to export to blender and I'm not sure how to do the process in blender.
Paths are tough. I was hoping the Blender cut out method of the paths would do the trick but it doesn't always work. You have to have enough space between the path and adjacent spline or it may not cut out.
At the moment, I would argue the best looking is splining the paths.
Posted 25 June 2019 - 05:21 AM
I think I've mentioned this before, but EasyRoads is basically a no-no here if I remember correctly.... would that be right?
One of the walls I keep bumping into with this technique is wondering what to do with the cart paths, cause they just cause so many problems getting in the way of other splines.
VG2 • PG • 2k21 • 2019 • Links • GBC • JN5
Posted 25 June 2019 - 07:39 AM
On my phone so this is best I can do at the moment...
Ok thanks maybe I got confused when I seen the video and you had gaps between the low res rough and paths but I just checked and you didn't so thanks for coming in here and helping out.
Also as Matt said above is easyroads a problem? If it maybe a problem now or later with the 3d grass i'd rather just delete the cart paths and spline them even if it maybe take a day. I'll wait to here back on this before I go any further.
Posted 25 June 2019 - 11:18 AM
Posted 25 June 2019 - 11:28 AM
Posted 25 June 2019 - 12:17 PM
Matt,
I would like to know how to connect all the paths in blender. A blender video would be great for us rookies.
For Roy, there are really 2 things there - you would like to know how to connect Blender paths and others may like to know how to use Blender to cut out paths for the grass. I can show both those answers in a video. It'll have to wait as I'm not in town.
Posted 11 July 2019 - 12:06 PM
When altering the script, is it possible to use the Unity Mono Development?
Also is this script change needed for each rough type? Or is it a one time deal?
I tried using notepad for the script change but it was a page of wrap around text
and very tough to find the code line that needed changing. Thanks
Dry Gulch...................Released Smithfield Golf Club...........Released
Millstone Golf Club....Released The Walker Course............Released
Kingsmill Woods Course...Released Pine Lake Golf Club..........Released
Woodhaven Golf Club (9) Released The Reserve at Keowee...Released
Cliffs at Keowee Vineyards..Released The Ace Club...................Released
Dry Gulch 2..........Released Blackberry Oaks.............Released
Posted 11 July 2019 - 01:05 PM
Yes, adding this line pos.y += 0.15f;
Thanks
Dry Gulch...................Released Smithfield Golf Club...........Released
Millstone Golf Club....Released The Walker Course............Released
Kingsmill Woods Course...Released Pine Lake Golf Club..........Released
Woodhaven Golf Club (9) Released The Reserve at Keowee...Released
Cliffs at Keowee Vineyards..Released The Ace Club...................Released
Dry Gulch 2..........Released Blackberry Oaks.............Released
Posted 12 August 2019 - 02:43 AM
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