Don't have to see it to know it will be a great adition. They don't strike me as the type of devs who would add poor transition lines, just so they can have 3d grass in their game. It's gonae be good,and the PG players will like it alot.
3d grass
#261
Posted 27 March 2017 - 02:59 PM
#262
Posted 27 March 2017 - 03:28 PM
Don't have to see it to know it will be a great adition. They don't strike me as the type of devs who would add poor transition lines, just so they can have 3d grass in their game. It's gonae be good,and the PG players will like it alot.
If PP ever post screenshots from the default playing camera of the new 3D grass with comparison screenshots of the original 2D textured views then we will really know if it will be a great addition or not.
#263
Posted 27 March 2017 - 03:37 PM
I am not complaining, just expressing a concern.
You could equally argue that people are praising it when they've not actually seen it in the game too.
I didn't mention any names. We will only know how good the 3D grass is when we see it in the game, until then we can't say how good it will be. I'm just saying give it a chance before coming to any snap decisions.
WWG1WGA
#265
Posted 27 March 2017 - 06:54 PM
We played 18 holes with it on Friday, there are still some bugs to fix and some performance improvements to make, but in combination with the lighting changes it looks fantastic
Sounds great - Excited to see it (in motion/video)..
So is any more information (like videos and more screens) being held up to have it all land at once in the form of a new version - big buzz - new purchase/platforms then?
#266
Posted 27 March 2017 - 07:18 PM
No but we want it to look the way we want it to before we post a video of it
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#267
Posted 27 March 2017 - 07:54 PM
#268
Posted 27 March 2017 - 08:13 PM
1080gtx, frank?! That's a serious mutha.
#269
Posted 27 March 2017 - 08:58 PM
Nice to read all the hyperbole about 3D grass and I'm sure PG will look better once the dust is settled. Trees generally look pretty good now and close up textures will get the beauty treatment. However I've not seen any reference (unless I've not read the informative posts) to what will be done about the low-level planting of grasses, bushes and the like (the low level planting off the FW). They can look very poor quality and may become much more noticeable once the underlying textures get upgraded. Hope the devs have given some thought to future upgrading of these visual aspects.
Intel i5 4690K (OC to 4.4GHz), Arctic i32 CPU cooler, 16GB DDR3 RAM @2400MHz, Nvidia Inno 3D iChill 1060 (6GB)
#270
Posted 27 March 2017 - 09:35 PM
I believe they have given thought to everything to do
with golf, they live this stuff 24/7, and I hope to one day
have a CF/JNPG chip implanted, of course with
yearly upgrades, and DLC on auto.
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
#271
Posted 28 March 2017 - 07:15 AM
1080gtx, frank?! That's a serious mutha.
It is. But JNPG can't use it to full extent. It hovers around 50-60% load. My cpu seems to bottleneck it (3770k). It's not a slow cpu (i overclocked it to 4.2 ghz), but it certainly isn't top notch. But i heard that Directx12 transfers more load to the gpu. So i maybe could benefit from that and gain some fps.
#272
Posted 28 March 2017 - 09:37 AM
All I know is I have a MSI gtx 1070 8 Gig card. DX 11, and DX 12 will be a most welcome addition to JNPG. I even have it throttle to 60 frame per second with Vsync on. There are a few JNPG user created courses that drag the fps down to below 40fps. I am hoping some boost in frame rates will be gained by using DX 12 on those courses.
Digital Storm Ryzen 9 3900X/12 core 3.79MHZ/16 gig Ram / Radeon R5700xt
#273
Posted 02 May 2017 - 07:03 PM
Posted on Facebook this morning
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#274
Posted 02 May 2017 - 07:21 PM
I think it will look great on the woodland/parkland courses, I'm just not so sure it will work well on the wilder, links type courses. Also, how will designers manage to blend it naturally with the Unity terrain which won't have the 3D effect?
#275
Posted 02 May 2017 - 08:01 PM
The images that I have seen are too clean for my eye. As you state, good for country clubs in the U.S. but doesn't cover the courses with some adventure.
New tools are always exciting. I look forward to breaking all the rules and trying to push the limits as much as possible.
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#276
Posted 02 May 2017 - 08:07 PM
Will be fun if you can vary colors and heights within the same layer (ie varied rough appearance). Hopefully, you can still utilize some texturing underneath for a more rustic appearance.
The images that I have seen are too clean for my eye. As you state, good for country clubs in the U.S. but doesn't cover the courses with some adventure.
New tools are always exciting. I look forward to breaking all the rules and trying to push the limits as much as possible.
and you're so damn good at it!!
#277
Posted 02 May 2017 - 09:37 PM
That's sure not Hacker Harry, reminds me of
Sergio of old....Pull the trigger already!
Almost forgot, that grass is Far Out man.
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
#278
Posted 03 May 2017 - 11:44 AM
Is a spline neccessary?
can the grass be placed on the undelying terrain?
can it be placed on a 3d object?
Rob
#279
Posted 03 May 2017 - 12:00 PM
I would like to know how the grass is placed.Is a spline neccessary?can the grass be placed on the undelying terrain?can it be placed on a 3d object?Rob
I've asked for info two or three times without success. You might have more luck.
WWG1WGA
#280
Posted 03 May 2017 - 12:06 PM
Doc, I have no certainties about your questions, and no details to offer - yet I have gleaned minimal clues over time from different sources, I have observed that which is published, I have combed the net about what TE are and how it might interact with Unity, and I have a bit of imagination - the perfect foundations to indulge in a bit of idle speculation - and that's what the following is, hence this caution: I might have it all wrong:
It is my understanding is that TE is an additional function for traditional CF splines, accessible through the Layers Library. In there, you can opt to add TE prefabs to any spline.
These prefabs will show independently and can be edited in their own inspector window (brace yourself for another cluttered settings nightmare of utterly unfathomable details camouflaged by unclear language, same as with water prefabs). In there, you will be able to customise the tiny bushels of grass and their individual blades that are repeated all over the mesh, presumably also alter their density, colour, geometry, size etc.
So it would seem, though I might be wrong, that you can't place TE on the underlying terrain or a 3D object, even though that probably might be achievable by a bit of scripting. Of course, by making a mesh invisible and lowering it a bit, you might be able to extend TE to the underlying terrain. Not sure, but worth a try.
TE will almost certainly require a newer version of Unity. And they are so utterly game-changing from a design point of view (at least I reckon they will be), that I had to extend my sabbatical to until they arrive on the scene. I see no point in beginning with a new course based on ancient versions and old tech. Goes without saying that the more ambitious old tech designs will need to be upgraded with TE once this sea change comes to pass...
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