mayday_golf83
TGCT Design Competition Directors
Posts: 2,279
TGCT Name: Jeremy Mayo
Tour: Elite
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Post by mayday_golf83 on Jul 11, 2019 20:04:43 GMT -5
Got around to clipping the live tutorial I did Sunday about how I created the waste areas on Necedah applying the fringe trick to boreal bunker lips and posting it to YouTube:
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Post by jivesinator on Jul 22, 2019 2:50:26 GMT -5
(if you don’t want to read an essay, the gist is that this works in other themes)
So I went in the designer to experiment with this and am happy to say that this technique isn’t limited to the Boreal theme; in all the themes (so far Desert, Steppe, Highlands, and Delta) i’ve tried it in it works, though not as well as in Boreal. I’ll add pictures to prove it once I have a couple holes down and will start a WIP thread for the course I build from this eventually.
For a small technical explanation of how it works: My hypothesis on why this works is that the game handles the bunker lips by trying to put a ring of default terrain (the ‘dirt’ in mayday’s video) along with some automatic sculpting and the fuzziest brushes effectively make it so there’s only this default texture visible with a small enough brush. As for the rest of the explanation, just watch mayday’s video, it’s a very concise breakdown of everything to do with application.
This was used to the best effect possible (at least as proof of concept) at Necedah because it was in the Boreal theme, where this effect is at its most extreme. It also doesn’t hurt that Necedah is one of the best courses ever published in this game series. The other themes are less noticeable but with other ways of terrain manipulation (buried trees, sculpting, slightly different style) it is absolutely possible and practically sound in the other themes.
And I can’t stress this enough, the bunkering technique is one of the coolest things I’ve ever seen in TGC, as is Necedah as a whole. If you’re reading this and haven’t played it, then fire TGC up and play it ASAP. It’s ten times as good as everyone’s saying it is.
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mayday_golf83
TGCT Design Competition Directors
Posts: 2,279
TGCT Name: Jeremy Mayo
Tour: Elite
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Post by mayday_golf83 on Jul 23, 2019 17:22:20 GMT -5
(if you don’t want to read an essay, the gist is that this works in other themes) So I went in the designer to experiment with this and am happy to say that this technique isn’t limited to the Boreal theme; in all the themes (so far Desert, Steppe, Highlands, and Delta) i’ve tried it in it works, though not as well as in Boreal. I’ll add pictures to prove it once I have a couple holes down and will start a WIP thread for the course I build from this eventually. For a small technical explanation of how it works: My hypothesis on why this works is that the game handles the bunker lips by trying to put a ring of default terrain (the ‘dirt’ in mayday’s video) along with some automatic sculpting and the fuzziest brushes effectively make it so there’s only this default texture visible with a small enough brush. As for the rest of the explanation, just watch mayday’s video, it’s a very concise breakdown of everything to do with application. This was used to the best effect possible (at least as proof of concept) at Necedah because it was in the Boreal theme, where this effect is at its most extreme. It also doesn’t hurt that Necedah is one of the best courses ever published in this game series. The other themes are less noticeable but with other ways of terrain manipulation (buried trees, sculpting, slightly different style) it is absolutely possible and practically sound in the other themes. And I can’t stress this enough, the bunkering technique is one of the coolest things I’ve ever seen in TGC, as is Necedah as a whole. If you’re reading this and haven’t played it, then fire TGC up and play it ASAP. It’s ten times as good as everyone’s saying it is. Glad to hear that Jives! Can’t wait to see those WIP pics and how people put their own unique spin on this!
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Post by jivesinator on Jul 25, 2019 1:04:47 GMT -5
So I finished up my testing through each theme and can compile the different themes into different categories for how well this works: Works extremely well and looks like a completely different surface: Boreal (what Necedah is in) Works well enough to easily build a course around it: Delta (what I'm using) Tropical Harvest Works well, but some workarounds should probably be used: Desert/Steppe (the default terrain is strikingly similar to the bunker lips) Doesn't work that well and you probably shouldn't use the theme: Highlands, Swiss (lips barely show up) Countryside, Autumn, Rustic (lips don't show up at all) That being said, it still lays down the "Sand" texture in all of the themes where the lips are, so it plays the exact same on all themes. This could probably be used to make the desert sand of Desert and Steppe give a sand lie instead of heavy rough, as it has since day 1, which could be a really cool thing for playability but would require a lot of fine tuning to make it work. So of the non-Boreal themes, half are doable and half aren't. Aside from Boreal, the themes that give the best effect are Delta and Tropical, with Harvest needing lower light to pull it off. If anyone wants to know pros and cons of a certain theme, I'll happily answer questions regarding this in PMs, or better yet, crack open the designer and test it for yourself to see what you like or dislike. Now for the fun part. I've gotten a bit of work done on two holes and have some pics to share what it all looks like at this very early stage. I'll eventually put up a WIP thread for this, but not for a while as I still have to finish my Dream Team contest course, so this'll be on the side for about a month.
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