Creating Parallel
Hole Objects for JN6
A
problem that has always plagued the Jack Nicklaus series of golf games
since the beginning revolves around its use of a single hole design
system. Since each hole is a separate entity, creating believable parallel
holes is extremely difficult. Many times, it is basically impossible
because you can not create elevations or place objects outside the hole
window. This can create a big visual eyesore of vast areas of deadspace,
something that generally does not look natural for a golf course.
Since the early
days of JN4, this problem has been coined "The Green Line".
A change was made to reduce this problem with JN6. Unlike JN5, the horizon
is now connected to the hole terrain data. So, in JN5, if you had a
large elevation drop, the game would place terrain such as heavy rough
between where the horizon art ended and the terrain data started. The
result was a large wall of green color. Not very attractive. JN6's horizons
now "float" and will remain attached to the hole. This basically
fixes "The Green Line" problem, but we are still left with
the issue of all of the dead space outside of the hole window.
To
get around this problem, many designers have employed different techniques.
The most commonly used one is placing large hills or mounds around the
outside of holes. Large numbers of trees are then usually placed along
the sides of each hole as well. This usually does the trick, but what
results is that courses end up having a similar feel due to all of the
mounding, and it can be almost like playing in a bowling alley. Also,
since trees are a large part of this technique of hiding the deadspace,
one type of course design is seen a large majority of the time: parkland.
I'm not saying there is anything wrong with a parkland layout, but what
the JN series needs is more variety in the styles of course designs.
Unfortunately,
I think the fact that course reviewers have focused on the "The
Green Line" problem as a major issue for course designers to overcome
with their work is a big part of the problem. Is hiding this visual
eyesore more important than the course design itself? Should designers
not attempt to create courses in links, beachside, or desert settings
out of fear that the dead space might show? I think that is much too
high a price to pay because of a visual limitation in the JN series.
So,
I've come up with a technique that eliminates the problem of the dead
space for JN6 courses in some situations. The increase in the amount
of custom objects allowed in JN6 designs made it possible. It basically
involves turning screenshots of parallel holes into objects. You then
place them on your hole, and they act almost like a matte painting on
a movie set. Above you will see an example. It is a before and after
screenshot from the 10th at Rolling Evergreen. Click on the thumbnail
to see a full sized screenshot.
I've
attempted to keep this tutorial as general as possible so that you could
apply the techniques to whatever image editing software you use. I'm
assuming that you know how to create custom objects and add INI entries
for them.The technique isn't perfect, but it should hold us over until
the Jack Nicklaus series finally moves to a unified landplot system.
Well, without further delay, here are the steps:
-
Download
the Big Blue custom horizon I have
created. Unzip its contents into your course's folder. This will
be used to make it much easier to eliminate unwanted background
items from your screenshots.
-
Add
the following entry into your course's INI file:
[HORIZONS]
Bigblue11.pcx=Big Blue
-
Open
up your course in the JN6 Course Designer.
-
Plan
out which holes will benefit from a parallel hole object. They work
best when placed at the far left or right of a hole window. This
is because a player generally can't get to the sides or behind the
object, which will ruin the illusion. For this reason, the top or
bottom of the hole window doesn't work well at all for placing parallel
hole objects. So, let's say you have a par 5 and there should be
a par 4 that can be seen beyond it. That is a perfect spot for a
parallel hole object.
-
Open
up the hole you want to turn into a parallel hole object. Position
your viewing arrow so that it is in the approximate area where the
parallel hole would start on the hole where you plan to place the
parallel hole object on. I'm sure that description is confusing.
Here is an example: Say you want to place a parallel hole object
on hole 10, showing the hole 11's teeing area in the distance. Go
to hole 11 and place the view arrow in the general area where the
hole window ends on the 10th, which is where you will be placing
the parallel hole object.
-
Change
your horizon for the hole to Big Blue.
-
Do
a hole render and choose the Close camera angle. I have
found that the Normal, Tower, and Aerial
camera angles give the appearance that all holes are running uphill,
which is why I use the Close view. Once you have the render
ready, maximize its window so that you get the biggest rendered
image possible.
-
Take
a screenshot. This can be done in two ways. The first is to press
the [Print Scrn] button on your keyboard. You should then be able
to open up your image editing software, and paste the image contents
from the clipboard into a new image. Or, you can use a screen capture
utility to perform the same function. I've got a freeware utility
you can download called PrintKey.
-
If
you have a particularly wide viewpoint you want to capture for your
parallel hole object, you may need to take multiple screenshots.
These can then be seamed together in your image editing software.
-
Open
up your image editing software and your screenshot. Since what was
the sky and horizon art is now just blue, it will be relatively
easy to eliminate. Most programs have a "Magic Wand" tool
that will allow you to select an area by its color. Use this to
select the blue areas and then replace it with your transparent
color (usually purple).
-
You'll
probably have to do some editing to your image, and it can be hard
at times to figure out where the best place is to crop the image.
Seaming two or more screenshots together is also a challenge. Once
the image is done, save it out as a standard JN6 custom object in
the PCX format, and put it in your course's folder.
-
Add
the appropriate entry for your parallel hole object in your INI
file. One word of warning. For the height, you will need to use
a value of 10. There is a bug in JN6 that seems to affect extra
wide objects. If you enter an accurate height value, the width will
be skewed. Therefore, I limit the height to 10, and figure out what
the width should be proportionally. Here is a quick and dirty way
I use to figure out the width of custom objects. I open up my image
in Photoshop and go to its Image Size. I can then enter a new height
for the image. When I enter my height in meters, Photoshop automatically
figures out what the width should be proportionally. I then simply
enter this width value into my INI file. Of course, I do not accept
this image size change. Hopefully your image editing software works
similarly to this. It is a sure-fire method for keeping your custom
art proportional.
-
Open
up the JN6 Course Designer again and load up your course. Go to
the hole you want to place the parallel hole object on. After you've
placed it, you'll need to resize it. Since we only had a height
of 10 meters entered in the INI file, you'll want to double-click
on the object and manually adjust its height. It will probably take
some tinkering until you have the position and size right.
-
Once
you have all of your parallel hole objects done and in place, you
can remove the Big Blue entry from your INI file and delete or relocate
its PCX files.
-
That's
about it. Once you've gone through the process a couple times, you
will probably find that it goes pretty quickly (compared to most
JN6 custom art creation that is.) Feel free to e-mail me if you
have any questions about this process.
WARNING:
In working on Cypress Point for JN6, I've discovered a problem that
can sometimes occur with this technique. Be careful not to place your
parallel objects too close to parts of your hole that come into play,
such as a green. If you do, it can look as though the ball is bouncing
off an invisible object when an approach shot reaches the green. Pay
attention to the width of your object and where it is placed when putting
objects to either the left or right sides of your hole window. Consider
that JN6 treat your 2D object almost as 3D in that its collision properties
will extend to all sides of the object in relation to its width. Check
out this recorded shot from the 12th at Rolling
Evergreen that Garry Clarke sent me. It demonstrates what can happen
if a parallel object gets too close too a green. Make sure you push
your parallel hole objects as far as you can outside the hole window
to avoid parts of the hole that come into play. To get around this problem
on the JN6 version of Rolling Evergreen, about all I can recommend unfortunately
is to avoid using pin position 1. Sorry.