Thanks for sticking with and fixing the tree wiggles on WH K11.. Also the sparkly lights are gone..
Show & Tell
#1821
Posted 08 January 2016 - 05:00 PM
Done with designing.
Released Courses: Real
The Golf Club @ Dove Mnt. AZ
Aronimink PA
Amana Colonies Iowa
Fictional:
The Grinder Anytown U.S.A.
#1822
Posted 08 January 2016 - 05:55 PM
yvw, pal.
>>>>>>> Ka-Boom!
• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ
• The Upchuck • The Shogun • Black Swan (•)
<<<<<
#1823
Posted 09 January 2016 - 02:02 PM
And thanks everybody for not asking what I'm up to now, but I'm going to tell you anyway, because I'm a passive-aggressive wretch that can't help himself, despite the risqué innuendos of some and the cynical prejudices being directed at the haven of decency that is Blammocorp!
Time to bring in the water. Phase 1: Preparing the main river. The finished river will be narrower than in this image, the terrain will be raised and brought in to tighten it. Plus adding rocks, grasses, crinkling the waterline, the whole gamut of riparian embillshment.
You can't see it now in the images, but the waves are rushing downhill quite speedily, leaving the onlooker with no doubt where above and below are situated.
Easy to see where the river is planned to jump down a step. I have all sorts of tricks up my sleeve to add the elements required later: A short strip of perpendicular river plane with extra shininess, the waterfall particle effect, even some splash and mist and foam particle effects that can be used to increase the whitewater appearance of the base river.
- Greensboronclion likes this
>>>>>>> Ka-Boom!
• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ
• The Upchuck • The Shogun • Black Swan (•)
<<<<<
#1824
Posted 09 January 2016 - 03:02 PM
" haven of decency that is Blammocorp"
You are correct that the Blammocorp image
is untarnished. To avoid any repercussions
from the Legal Compliance Department headed
by Mr.Payin Theas and assisted by Mr. Hugh G. Rection
I will henceforth refrain from besmirching the good name
of Blammocorp.
The FX waterfall prefab seems to work great for wide
and high falls, and the small steps pictured. Any suggestions
for scaling it down to fit my sluice and waterwheel? Height is
not the problem, but width doesn't seem to change. I did see a
5.2.2. Unity version but I have no idea if it has a width adjustment.
Looking Good K, should be a cold Blast to play.
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
#1825
Posted 09 January 2016 - 05:47 PM
The FX waterfall prefab seems to work great for wide and high falls, and the small steps pictured. Any suggestions for scaling it down to fit my sluice and waterwheel? Height is not the problem, but width doesn't seem to change.
Neal, I forwarded your question to the Blammocorp! resident hydrologist, our very own Mr. Jack Goff, who is well versed in all matters of erupting and/or splashing liquids.
He asked me to salute you cordially, then to direct your attention to the Ellipsoid Particle Emitter of your FX WaterfallBigFoam module - to be brought up in the inspector - and there to focus very, very hard on the final setting called "Min Emitter Range".
This setting, Jack Goff blurted out, is set to 0 by default. Turning it into a + value makes the cascade emitter broader, making it a negative value causes it to narrow it's width. By fiddling with the "Size Grow" setting in the Particle Animator below, you can taper the overall aspect of your cascade so that it is narrower or larger at it's bottom.
The same, he shouted, already rushing away to declutter a blocked pipe, applies to the 3 other FX prefabs that can also be made tighter or more agape in the same manner.
>>>>>>> Ka-Boom!
• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ
• The Upchuck • The Shogun • Black Swan (•)
<<<<<
#1826
Posted 09 January 2016 - 06:21 PM
An explosive spurting Thanks to Mr. Jack Goff
and his hands on approach to all things fluid.
I should have looked below the surface before
diving into an unknown pool.
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
#1827
Posted 09 January 2016 - 08:44 PM
Resident Hydrologist Jack Goff.
Oh dear, lol.
I guess we can be thankful he wasn't called Master Bates.
#1828
Posted 09 January 2016 - 10:51 PM
Ty k2
you r 2 good
#1829
Posted 10 January 2016 - 08:51 AM
Over the Christmas holiday I started another APCD conversion and this one came together super quickly; this course is called The Reservoir and is the first course I ever released for Links. I think Perfect Golf has really done this one justice.
Here's a couple of the Links version for comparison; the top one is a little different as I made some changes to the teeing area.
- Greensboronclion likes this
VG2 • PG • 2k21 • 2019 • Links • GBC • JN5
#1831
Posted 10 January 2016 - 09:25 AM
Just beautiful, love the look of it.
Intel Core i5-6600 CPU 3.3 GHz Geforce GTX 1060 16GB RAM Windows 10 64 bit
Hazyview (600m above sea level) -- Nautilus Bay (Revamp done) -- Cape Fear (TGC adaptation) -- Aloe Ridge -- Nahoon Reef GC -- Chambers Bay
Abel's Crossing -- Solitude Links GC
#1832
Posted 10 January 2016 - 09:40 AM
You're certainly inspiring me to want to convert all my Links courses to PG!
How much work is needed in Unity on the terrain after import? With my very limited test of Unity a few years ago, I really disliked the sculpting tools in Unity. Just wondering if I could do the sculpting in APCD first, and then import it into Unity to make things easier?
#1833
Posted 10 January 2016 - 12:39 PM
That was one of the things I disliked about Unity as well Acrilix and is one reason I haven't wanted to get back into designing with Course Forge.
#1834
Posted 10 January 2016 - 12:39 PM
Still in experimental stage. Next, the sluice
and bottom splash, then on to the course
to build the millhouse.
- Kablammo11, RobC and Greensboronclion like this
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
#1835
Posted 10 January 2016 - 02:09 PM
Matthew, great looking course with very realistic and beautiful design. Thanks for the pics!
#1836
Posted 10 January 2016 - 10:03 PM
The Reservoir a la PG....... word that comes to mind.... Wow!
#1837
Posted 11 January 2016 - 07:03 AM
I'm finding there are things I like about the sculpting in Unity and things that were better in the APCD..... in Unity it's harder to do a tilt / uniform slope.... you either have to start with little stair steps and smoothing it or you can use the raise brush across the area but you have to do it pretty uniformly or you get a reverse bowl effect. Conversely I find getting multiple flat areas like tiered greens to be easier in Unity because the flatten tools seem to work a little better.
There is certainly nothing that says you can't do elevations entirely in the APCD and then import the heightmap if you would rather do it that way.... but there is a lot of smoothing you have to do when you bring it in. You basically have to go over the entire landplot with a smooth brush. Provided you aren't too heavy handed with it, you do end up getting something very close.
VG2 • PG • 2k21 • 2019 • Links • GBC • JN5
#1838
Posted 11 January 2016 - 08:58 AM
Still in experimental stage. Next, the sluice
and bottom splash, then on to the course
to build the millhouse.
Very clever Neal, is that done via blender, if so your getting very good at it, suppose its getting some tutorials too
and learning as you go, must take alot patience
Well done mate
#1839
Posted 11 January 2016 - 09:11 AM
There is certainly nothing that says you can't do elevations entirely in the APCD and then import the heightmap if you would rather do it that way.... but there is a lot of smoothing you have to do when you bring it in. You basically have to go over the entire landplot with a smooth brush. Provided you aren't too heavy handed with it, you do end up getting something very close.
It sounds like someone definitely needs to write a utility to auto-smooth Links converted terrain as I would imagine that many designers will want to convert these files to PG in the future, and doing it manually sounds like a lot of work.
#1840
Posted 11 January 2016 - 09:49 AM
It sounds like someone definitely needs to write a utility to auto-smooth Links converted terrain as I would imagine that many designers will want to convert these files to PG in the future, and doing it manually sounds like a lot of work.
...IF 3 minutes with the Unity smooth brush is a lot of work.
Or opening the height map raw in Photoshop or Gimp and applying a Gaussian blur effect.
>>>>>>> Ka-Boom!
• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ
• The Upchuck • The Shogun • Black Swan (•)
<<<<<
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