Adding more course detail
Posted 03 October 2016 - 03:21 PM
Adding more course detail
Posted 03 October 2016 - 03:21 PM
Edge Blending
Key points:
Painting a texture to help blend the course forge meshes with the terrain
Posted 03 October 2016 - 03:21 PM
Shots points (par 4 and par 5 holes)
Key points:
*Par 3's don't need a shotpoint
*All par 4's need 1 shotpoint at driving distance
*All par 5's need 2 shotpoints, one at driving distance and the other at the layup point
*Shotpoints are used for both the AI golfers and to set the initial aim for the golfers when on the tee.
Posted 03 October 2016 - 03:22 PM
Advanced Pin placement
Key points:
*Using the BLI to help with pin placement
*Using the slope indicator to help with fair pin placements
*Try and positions pins on slopes of less than 3%
Posted 03 October 2016 - 03:22 PM
Creating a lake
Posted 03 October 2016 - 03:23 PM
Defining a Water Hazard and Lateral Water Hazard
Posted 12 October 2016 - 05:49 AM
Importing the Speedtrees into Unity
Key points:
*Unzip the tree package
*Dragging the tree folders directly into your project folder
*Add the tree to your terrain tree planting set
*drag single trees from your project folder into your scene for special cirumstances
Posted 12 October 2016 - 05:54 AM
Angular shape tool (faceted spline)
Key points:
*Using the faceted spline icon and the point to point icon you can create angular shapes especially useful for tee boxes.
*Double click to create the last control point and close the shape
Posted 12 October 2016 - 05:58 AM
Mesh cutaway tool
Key Points:
Using the cutout icon enables holes to be cut in the mesh for various purposes and exposes the underlying terrain.
Posted 12 October 2016 - 06:05 AM
Hole Swap Tool
Key Points:
A simple way to swap holes' playing order for example if you want to swap nines around.
Posted 12 October 2016 - 07:07 AM
Layers Library introduction - ADVANCED DESIGNERS ONLY
Key Points:
*Layers Library only available in advanced mode
*Defaults are good and should be used when making your first course
*Layers Library defines how the CourseForge textures look and blend into each other
Posted 14 October 2016 - 10:47 PM
Layers Library (first column) ADVANCED DESIGNERS ONLY
*How to save/load libraries
*Name different layers
*Define the spline colour
*How to define Metres per control point
*Grid fill (mesh density)
*Points per edge (The number of verts between control points)
Posted 14 October 2016 - 10:53 PM
Layers Library (Column 2) ADVANCED DESIGNERS ONLY
*The texture slots are filled with textures which combine to form the look of the shape on the course
*Main colour alters the hue of the combines texture
*Specular colour should remain white
*Scale each texture with the number in metres
*Normal maps used to give a 3d bump texture
*Fresnel intensity affects the way the light bounces off the texture
Posted 15 October 2016 - 05:27 PM
Layers Library (Column 3) ADVANCED DESIGNERS ONLY
Key points:
*Define the Physics property of the layer
*Select the width of blend between this and other layers with the blend settings
*Add fringes
*Add bunkers lips and create depth on the lips
*Shrink setting creates another layer of verts inside the layer shape which can be useful with bunkers
*Pot bunker tutorial to come
Posted 15 October 2016 - 07:51 PM
Adding obects to your scene from the project folder.
Key Points:
*Drag the objects directly from your project folder into the scene
*Use the unity tools to move, resize and rotate the objects
*Ctrl-d will duplicate a selected object
*You can change the pivot point of an object which makes it easier to add long sections of bridges, fences etc.
*In the project we have rocks, fences and bridges to use.
*Other items will be available in the steam workshop when that goes live.
Posted 16 October 2016 - 10:04 AM
Debugging the course
Key Points:
*Select the terrain hierarchy and select the debug option in your terrain inspector window
*Do a hierarchy search for rogue items such as extra pins or tees
*Also do a search for missing items (PG needs 1 medium, 1 easy and 1 difficult pin per green and the same number and type of tees on every hole)
*delete the rogue items or add the missing items with your CF planting tools
*If this still does not help the course to load, make sure that your green shapes in CF are actually set to green and not fairway etc
Posted 21 October 2016 - 09:40 PM
Creating a Pot bunker
First of all you need the pot bunker library which you can download here:
http://perfectparall...15472021680ca58
Once you have the rar file you can unzip it with winzip or winrar etc and put the folder it contains in the place where CF will look for it by default ie Documents/Perfect Parallel/Libraries
Key Points:
*Follow the instructions carefully to install the pot library
*Pot bunkers are almost always places on upslopes so don't try building one on the flat
*You can use the CF terrain lower preview icon to make the pot bunker visible in the editor.
*You can create a pot bunker layer in your own library by simply making a new layer and using the values of the pot bunker layer in the video.
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