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Things Needed (IMHO) to take JNPG to the Next Level


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#21 Pappy

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Posted 19 July 2016 - 05:02 PM

pave the way for more eye candy down the road.


With option to turn "eye candy" off for those of us with low end computers.

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#22 Buck

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Posted 19 July 2016 - 05:02 PM

I've seen just about everything I can think of mentioned....

 

Only thing I can think of right now is:

 

- Anything to make the tall grasses/bushes in the rough/"bad places you don't want to be" play more realistically would be good.  

 

Even though it benefits me a times, I don't find it fair how easy it is to get out of "really awful" places due to the "air trees" and "air bushes" that don't seem to impact the flight of the ball much (or at all in many cases).  Makes the need to play a course correctly and manage your round/shots less important, thus diminishing how the entire golfing experience should be.



#23 Crow357

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Posted 19 July 2016 - 05:05 PM

If there's a way to add colliders to Unity billboard grass, I haven't figured it out yet.


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#24 Buck

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Posted 19 July 2016 - 05:07 PM

If there's a way to add colliders to Unity billboard grass, I haven't figured it out yet.

 

Bummer - That sounds like the issue..



#25 bortimus

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Posted 19 July 2016 - 05:19 PM

If there's a way to add colliders to Unity billboard grass, I haven't figured it out yet.

Hey Crow, I wonder if this would work for a poor man's solution... 

 

What if you created an empty game object and added a sphere or capsule collider to it to mimic how the leaf colliders work.  You could then edit the collider size by dragging the dimensions outward until it fit the space of the patch of grass.  Then bury the collider into the ground enough to where only the top touches the tops of the grass blades.   

 

Dumb idea?  Probably 



#26 mebby

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Posted 19 July 2016 - 05:24 PM

With option to turn "eye candy" off for those of us with low end computers.

Of course.  That exists already.  I'm only asking for things to be added but point taken.  If they add 3D grass and water reflections then it needs to be a toggle so that they can be removed.


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#27 highfade

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Posted 19 July 2016 - 05:58 PM

Some good gems in that list.  I love the rough thickness/penalty slider idea.  That's awesome! 

 

I think it was mentioned a couple of times in the past. There must be a lot of great ideas forgotten or lost in the development process.


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#28 Crow357

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Posted 19 July 2016 - 06:05 PM

Hey Crow, I wonder if this would work for a poor man's solution... 

 

What if you created an empty game object and added a sphere or capsule collider to it to mimic how the leaf colliders work.  You could then edit the collider size by dragging the dimensions outward until it fit the space of the patch of grass.  Then bury the collider into the ground enough to where only the top touches the tops of the grass blades.   

 

Dumb idea?  Probably 

Interesting.


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#29 bortimus

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Posted 19 July 2016 - 06:10 PM

Here's a pic of a box collider scaled and sunken to grass height.  Whatever shape would work I guess, but a box is easier for the example.

9BaCgs9.jpg

Several problems with the idea come to mind.  

It would be a pain in the ass to do this for every patch of billboard vegetation.  

A physics material would have to be created to mimic the effects of longer grass.

 

Ah forget it.



#30 Crow357

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Posted 19 July 2016 - 06:45 PM

Hey Crow, I wonder if this would work for a poor man's solution... 

 

What if you created an empty game object and added a sphere or capsule collider to it to mimic how the leaf colliders work.  You could then edit the collider size by dragging the dimensions outward until it fit the space of the patch of grass.  Then bury the collider into the ground enough to where only the top touches the tops of the grass blades.   

 

Dumb idea?  Probably 

Well, tried it out.  The golfer stands on top of the collider :(


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#31 Buck

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Posted 19 July 2016 - 06:49 PM

Well, tried it out.  The golfer stands on top of the collider :(

 

:(  :mellow: indeed



#32 bortimus

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Posted 19 July 2016 - 06:51 PM

Hahaha! I completely overlooked that part.

Thanks for trying though.  Thought I was onto something hehe 

 

Edit:  There's probably some setting for the colliders that would let the player pass through it.  I really don't have any idea what I'm talking about though.  Too much coffee.  



#33 Crow357

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Posted 19 July 2016 - 06:52 PM

Hahaha! I completely overlooked that part.

Thanks for trying though.  Thought I was onto something hehe 

It was a great thought.


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#34 lefty1948

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Posted 19 July 2016 - 07:05 PM

bortimus, never give up trying, some of mankinds greatest

advances have come about by mistakes!



#35 StoneComet

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Posted 19 July 2016 - 07:30 PM

I like a lot of the suggestions.

 

Free cam is great, would be brilliant if that bump can be removed.

 

Have the best of both worlds. All worlds really is what PP seems to be about. Kudos by the way. Add a couple or a few more canned views (opposite and each side come to mind) to the putting views you can cycle through in addition to the Free Cam we have already. Why not?

 

My wishlist comes in two areas:

 

First Person Golf Mode (a tournament mode). Where you walk or ride. Go to your ball. Lock in to the shot on proximity to the ball and play from a first person perspective in all swing modes but especially in RTSC and RTSM mode. That's the dream really. Imagine playing other players and well done AI in this type of mode.

 

Once the AI become even more developed (Kudos again) could PP produce canned AI personalities that emulate real life golfers and then incorporate those into a Seasonal Career mode or select-able as an opponent. Edit (added): Could be  licensing issues possibly.

 

Edit added: Better Bunker entry/roll/lie physics both in effect and in animation.


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#36 bortimus

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Posted 19 July 2016 - 08:01 PM

Sorry but one more thought on the collider + billboard grass after doing some reading.  I'm fairly certain you can disable the collider for specific tagged objects (the player) so he won't stand on it.  I'll leave it up to the scripting and physics experts to figure out how this can work and what kind of material would simulate hitting out of long thick grass.

 

If this can be done, it would add a nice twist to how we play out of grass planted areas.  Grass filled ditches and waste areas could get a lot more interesting with the right collider added.   



#37 Stephen Sullivan

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Posted 19 July 2016 - 09:02 PM

I always thought it was important to "under-plant" in APCD. In fact I always enjoyed the planting part of course construction, as it was fun to work on getting the look you wanted.

So many courses could have looked so much better if they had been under-planted. 


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#38 Crow357

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Posted 19 July 2016 - 09:11 PM

Sorry but one more thought on the collider + billboard grass after doing some reading.  I'm fairly certain you can disable the collider for specific tagged objects (the player) so he won't stand on it.  I'll leave it up to the scripting and physics experts to figure out how this can work and what kind of material would simulate hitting out of long thick grass.

 

If this can be done, it would add a nice twist to how we play out of grass planted areas.  Grass filled ditches and waste areas could get a lot more interesting with the right collider added.   

 

I didn't see a checkbox to disable for tagged objects.  There is an "Is Trigger" checkbox.  I'm assuming that'd be used in a script and the devs have all unity scripts disabled.  They didn't want anything malicious run from a course file.  I had an idea once to turn on stadium lights after the sun went down and it got nixed because of the scripting issue.


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#39 bortimus

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Posted 19 July 2016 - 09:29 PM

I didn't see a checkbox to disable for tagged objects.  There is an "Is Trigger" checkbox.  I'm assuming that'd be used in a script and the devs have all unity scripts disabled.  They didn't want anything malicious run from a course file.  I had an idea once to turn on stadium lights after the sun went down and it got nixed because of the scripting issue.

Hmmm... I'm way out of my league here.  

My only other thought is for something like this to be scripted by the devs to ensure it would run properly.   

Maybe a "Vegetation Collider" could come with the proper boxes ticked.  Drag it, drop it and resize to whatever areas you want to use it in.

They could even be sporting and let us tweak the material so the designer could make the grassy area play as thick as desired.

Make 'em pay 



#40 Ted_Ball

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Posted 19 July 2016 - 10:13 PM

What I would add is the ability to play with recorded rounds, where you don't know what score the other player shot, with the OPTION of playing against/with those recorded rounds in simultaneous ghost rounds.  

 

 

This is a biggie for me. Plus a lobby Elo ladder.

 

  • To be able to fix your desired F5 cam position for the whole round. More cam options in general.
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