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Post by chatgptgolfklubber2.0 on Apr 9, 2023 19:55:40 GMT -5
Thank you again for the reply o have gone through orb those tutorials since they came out around 2021. The plot design where you described Maydays helped the most creating a plot. Who would you suggest to look at for creating an environment with planting. I just feel it never feels authentic digitalbunny scottish67 golfwolfuk b101 are some of the strongest planters and environment creators that I have consistently enjoyed.
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Post by paddyjk19 on Apr 10, 2023 4:05:05 GMT -5
I’m definitely burnt out doing RCRs, even more burnt out trying to port all the other RCRs I did in the previous iterations of the game too.
The new UK objects did inspire me to do a fictional course and was making really good progress with it till the EA game came out and I got caught up in some nostalgia trying to win the masters…
I think the last asset pack was a big step forward and hopefully a sign of things to come. Ideally we will see some new backgrounds and themes as an option moving forward, think the release of EA has affirmed to 2k that the course designer is its USP and it’s investing in it again.
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Post by chatgptgolfklubber2.0 on Apr 10, 2023 21:36:47 GMT -5
paddyjk19 so you're saying you don't have time to do Morfontaine then
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Rickster
Amateur Golfer
Posts: 153
TGCT Name: Rick Warrek
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Post by Rickster on Apr 12, 2023 9:43:47 GMT -5
Course Objects
Yes, it was nice to see the UK asset pack released - thanks to 2K for that. Be good to see 2K release some new course assets every few months. They certainly have numerous buildings and other assets in the official courses that are not in the course designer yet, and I don't imagine commercial copyright / licensing is preventing them all from being in the designer.
Object scale is nice when it is consistent. The UK asset pack is pretty much spot on for scale compared to golfer, crowd, cars, etc. which is a big plus. I always check out door and window size compared to people and cars. I have noticed some of the original townhouses are a little large compared to people and cars. The biggest variations in scale seem to be with sheds and industrial buildings. Maybe put oversized buildings in the distance I guess. Be nice if we could change scale like with plantings to fix this. Some Fantasy designers could use this feature.
Textures
I have mentioned this in other posts, but we really need a few more new texture categories for use on off course areas of plot with associated textures and texture properties, such as visibility, edge blending, opacity, etc. These could enhance designer options and enthusiasm.
Also, similar to the map creator in Far Cry 4 ( which I used a fair bit), it would be superb in Terrain Settings to be able to specify the max ground slope angle on which default grasses will be rendered. Eg. grass rendered on angles (slope) up to 35 degrees, with default under soil/cliff face on anything steeper.
Cheers
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Post by bubbadave on Apr 13, 2023 8:46:53 GMT -5
Course Objects
Yes, it was nice to see the UK asset pack released - thanks to 2K for that. Be good to see 2K release some new course assets every few months. They certainly have numerous buildings and other assets in the official courses that are not in the course designer yet, and I don't imagine commercial copyright / licensing is preventing them all from being in the designer.
Object scale is nice when it is consistent. The UK asset pack is pretty much spot on for scale compared to golfer, crowd, cars, etc. which is a big plus. I always check out door and window size compared to people and cars. I have noticed some of the original townhouses are a little large compared to people and cars. The biggest variations in scale seem to be with sheds and industrial buildings. Maybe put oversized buildings in the distance I guess. Be nice if we could change scale like with plantings to fix this. Some Fantasy designers could use this feature.
Textures
I have mentioned this in other posts, but we really need a few more new texture categories for use on off course areas of plot with associated textures and texture properties, such as visibility, edge blending, opacity, etc. These could enhance designer options and enthusiasm.
Also, similar to the map creator in Far Cry 4 ( which I used a fair bit), it would be superb in Terrain Settings to be able to specify the max ground slope angle on which default grasses will be rendered. Eg. grass rendered on angles (slope) up to 35 degrees, with default under soil/cliff face on anything steeper.
Cheers
As far as textures go, I would love to see an asphalt texture that matches the car park. I would also love for them to have smaller car park pieces that allow us to design our car parks in a variety of shapes and sizes, with "detachable" pieces like they have for walls/fences.
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Post by paddyjk19 on Apr 14, 2023 5:37:50 GMT -5
I'm probably not going to port Black Salt. Something that was right on the edge two games ago would play very badly now and I don't fancy redoing the greens. I've never been a fan of artificial difficulty and nobody knows just how much playtesting that course got to ensure there was always a shot - the different physics now would mean those options likely don't exist and it wouldn't be something I'd be happy to put my name to. I believe there are some new designers well such as myself that struggle with things. Following these boards tend to be difficult. Where can I go to discuss some sort of apprenticeship. I’m just looking for help. This is useful stuff too; thefriedegg.com/category/architecture/golf-course-architecture-101/And thefriedegg.com/category/architecture/Understanding what makes good golf architecture in the real world gives you a base to then create good golf in game. Obviously the tools in game need to be mastered to be able to create. Crazy Canuck does a lot of basics on that and Ben (B101) builds on that with more advanced techniques to use as well. Just get some courses published and try to improve every course
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Post by sandgroper on Apr 14, 2023 6:03:20 GMT -5
That’s what I did, just get in there and play around to build a course you like. If you care about getting it approved (or on tour if you’re real good) then publish a beta with a non-descript name and create a thread in the “under construction” section asking for advice. You will get some decent feedback to see if you are on the right track.
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Post by bubbadave on Apr 14, 2023 18:21:29 GMT -5
That’s what I did, just get in there and play around to build a course you like. If you care about getting it approved (or on tour if you’re real good) then publish a beta with a non-descript name and create a thread in the “under construction” section asking for advice. You will get some decent feedback to see if you are on the right track. I got lucky to get my first and only released course into the TGC database, although not tour worthy. I watched the b101 video on why courses don't get accepted. Then a bunch of b101 and crazycanuck videos. I then designed for about 200 hours. I must have fidgeted and changed holes a dozen times to make them acceptable. What I'm getting at is this: There is no substitute for plumbing the aggregate knowledge of all of those who came before you and are still designing.
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Post by b101 on Apr 15, 2023 2:18:53 GMT -5
Well-timed actually, as I’m just starting CC playthroughs today on my YouTube channel. The other ‘must’ for me is watching this type of course critique and learning from them. The big thing I did early on that I credit with making a huge difference in my approach was watching reebdoog and mayday’s playthroughs of CC and Major contest courses to understand what made good design. A lot of people will only watch plays of their own courses, but you take so much more from watching an experienced designer give feedback on a course you haven’t designed - it helps train your own eye and you will soon notice that you’re spotting the same things that the experienced designer is. You’re therefore less likely to commit those errors in your own designs, whilst massively improving your understanding of what good design is.
Similar to the not approved video, I wish more people realised that feedback is pretty common and those videos are a real treasure trove for design insight. Most people make the same slips and need to improve that understanding, whether it be sculpting, planting, hole designs or difficulty,, but instead just release course after course with the same issues, rather than taking the time to research or understand what they are trying to achieve. If you genuinely want to improve, that’s the roadmap.
I think the reason people don’t do this is that it takes effort and investment and you also aren’t spending time in the designer. Trust me, it’s far more beneficial.
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Post by b101 on Apr 15, 2023 3:21:44 GMT -5
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