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Post by paddyjk19 on Nov 20, 2024 2:39:10 GMT -5
Hi all,
I’m looking to use bunker splines to create paths.
I know when doing flat bottom bunkers I’ve had to manually raise and tinker to counter the auto sculpt element of this texture.
Is there a hack or a quick method for longer bunker paths? Or is it just going to a painstaking process?!
Cheers
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Post by metatropic on Nov 21, 2024 17:55:29 GMT -5
Don't know of a really quick method.
I use a 4 foot wide spline; any less and you get lots of irregular narrow bits. When they are this wide you only need 6 to 9 inch up flatten brush to get them flat; I use a blue fuzzy that's a tiny bit wider than the path, and then turbo spam along the spline. Make the brush too wide and you'll raise the path more. Needs a bit of experimenting to get the right look, but once you've got it you can spam away. Main difficulty is remembering which bits you've done. Maybe do them in sections converting between cart paths and bunkers as you go to show which bits you've done. Also need to be careful where the paths join; the wider bits of path here will cause the flatten to sink the bunker more, so need to adjust.
I am hoping this is for your Pine Valley RCR!
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Post by paddyjk19 on Nov 22, 2024 1:45:32 GMT -5
Thanks mate, that was a similar method to what I envisioned! Just going to take time isn’t it! Was kinda optimistically posting in case someone had a cheat for it 🤣
I am working on PV but not publicising it as my track record of finishing tracks recently has been poor! I’ve sorted out all the FW, Tees, Greens, water as the OSM was all over the place so splined it all in manually. Re-doing all bunkering at the moment as the data is 2015 and they renovated in 2019 ish so lots of manual sculpting and Google earth work required. The bunkering is arduous - takes about 2-3 hours a hole. If I can get through that I reckon I’ll enjoy the planting element. The other dilemma is theme choice, it’s naturally a boreal course and the burnt out areas would work really well if the slopes weren’t so steep (causes a rocky look unless you colour it with a surface). Could go delta and utilise the sandy base but it doesn’t work in the trees as well as Boreal so maybe just use some yellow light rough and the grey mulch in the waste areas to get some contrast 🤷🏻♂️
Hoping the new game has at least the object meter of 2k21 so if I finish it then I can port easily. I wasn’t able to port my best 2k21 course (US Open version of Brookline) because it was at 140% and that was a real shame. Had to completely replant any RCR I did actually port to 2k23 and it burnt me out for actually doing any new courses.
Hoping I can easily get my full catalog over to the new game plus PV when it’s finished.
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Post by paddyjk19 on Nov 22, 2024 1:47:41 GMT -5
Oh and the greens are wild! Having to soften a few areas to avoid publishing at 108! Wouldn’t get 4 pins on some without some softening
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Post by metatropic on Nov 22, 2024 3:17:10 GMT -5
Good luck with it! Know you'll do a great job.
I increasingly use OSM as a guide only. I often turn the bunker splines into green and then rebunker using that as a template, paying close attention to the slopes. I'm working on the Dukes course at Woburn without using OSM at all! It's slow but fun, using the contours to work out where the surfaces go; the Chad's tool trees are also good landmarks. I think it ends up being more accurate than OSM.
If you are thinking of publishing in 2k25 I'd be wary of doing too much to greens now. I'm really hoping they get the greens back to where they were in 2k21 so we don't have to soften our RCR greens.
I'm nervous too about the porting in the new game. Definitely some courses I really want to bring over, but don't want the pain of replanting! But then if they don't make big changes in the designer, what's the point!
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Post by paddyjk19 on Nov 22, 2024 7:59:22 GMT -5
Good luck with it! Know you'll do a great job. I increasingly use OSM as a guide only. I often turn the bunker splines into green and then rebunker using that as a template, paying close attention to the slopes. I'm working on the Dukes course at Woburn without using OSM at all! It's slow but fun, using the contours to work out where the surfaces go; the Chad's tool trees are also good landmarks. I think it ends up being more accurate than OSM. If you are thinking of publishing in 2k25 I'd be wary of doing too much to greens now. I'm really hoping they get the greens back to where they were in 2k21 so we don't have to soften our RCR greens. I'm nervous too about the porting in the new game. Definitely some courses I really want to bring over, but don't want the pain of replanting! But then if they don't make big changes in the designer, what's the point! Yep I like that method, I mapped out Woodall spa using their deep bunkers as a guide to where things go. I always ended up redoing everything apart from the greens and fairways using OSM anyway so raw dogging it like this isn’t much longer plus splined bunkers don’t look as good as brushed bunkers IMO, can create better shapes. I know Yeltzman never used OSM for his courses either.
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Post by metatropic on Nov 22, 2024 8:01:28 GMT -5
“Raw dogging” is not a phrase I’ve previously associated with video game golf course design…
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Post by paddyjk19 on Nov 22, 2024 8:01:43 GMT -5
I find it easy to draw a massive green surface around the whole hole and then move the waypoint to where you’re working, this gives you green grids over the bunker so you can really dial in the shape and the edges. Been really useful for PV, great hack to find suitable tee box areas or paths
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Post by metatropic on Nov 22, 2024 8:17:19 GMT -5
Yeah grids really help with bunkering; wish we had higher resolution splines…
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Post by paddyjk19 on Nov 22, 2024 11:39:59 GMT -5
Yeah grids really help with bunkering; wish we had higher resolution splines… And the ability to create steep slopes without tearing!
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Post by metatropic on Nov 22, 2024 12:00:13 GMT -5
And the option to remove autosculpting in bunkers, or have a separate "sand" texture with no autosculpting.
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Post by paddyjk19 on Nov 22, 2024 13:22:31 GMT -5
And the option to remove autosculpting in bunkers, or have a separate "sand" texture with no autosculpting. Absolutely, hate auto sculpting
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