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Post by PicnicGuy / BobalooNOLA on Jul 19, 2020 16:56:59 GMT -5
Nice work ... but wouldn't a good round of golf been more enjoyable, LOL ?
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Post by SkinniePost on Jul 19, 2020 18:12:45 GMT -5
Doesn't work correctly... Ratio of ambient light to direct light is jacked up.
Edit: You can somewhat correct with haze, but it is still messed up in order to create fill at the extreme ends of the daylight spectrum.
Sidenote: My course for Dylan's next contest thingy... Default time is 11:30 and the incline is 12%. It's manipulating the ambient light issue... Still looks pretty good at all preselectable times, maybe... Ha.
Edit 2: The center of inclination is your tiny world not a globe... So the numbers only match at noon regardless. Designer tip based on that... Set incline to 45 and time to noon... Your shadow measured on ground is equal to the height. Good for measuring trees, etc.
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Deleted
Deleted Member
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Post by Deleted on Jul 20, 2020 10:54:06 GMT -5
We talk about the golfers having options in playing a course and club selections without hinderance from forced carries and obstructions. I think we give the same consideration to the golfers choice of lighting on a course. Let me decide if I want long shadows and dramatic ocean vistas, or if I want the sun high in the sky without the glare. Just set the inclination properly and let the golfer make the choice. Interesting observation. The lighting in this game is flawed though, as SkinniePost referred to. Also, there are things that will hurt a course's chances of getting picked as a tour stop, like shadows on greens and bunkers. This isn't necessarily realistic in terms of real world conditions, but it does effect the in-game abilities of players to get accurate reads on greens across all gaming platforms and monitor/T.V. combinations. So, there is some value to playing a course in default lighting set by the designer. For example, my course for the CC design contest, Toby's Rock, has the default lighting set so that every green is fully covered with light and most bunkers have at least some light shining on them. Changing that variable losses that fair play value, and usually creates a twilight look to the course that isn't terrible but not optimal either. It's definitely an artistic judgement call at the end of the day for the designer, and a personal preference at the end of the day for the player. I feel the choice of the golfer in reference to what clubs to use while playing a hole and where the sun is in the sky are two different arguments though. In a lot of situations, a well designed golf hole with terrible lighting has more value than a poorly designed golf hole with perfect lighting. I also enjoy playing courses that take artistic liberties with lighting when they are well designed like Burgundy Bluffs by MattF, Montellago Golf Club by B101, The Tufts Club by TPetro, and The Green Inferno by LessThanBread. I would like to see the lighting variables improved on the next installment of this game. I think it would benefit both RCRs like you mention and the options for more unique looking environments on fictional/fantasy courses.
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