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Invis Texture/ Rough The National used
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argon
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Posted: Friday, April 4, 2014 at 5:01:19 PM | IP Logged

edited by: argon on Friday, April 4, 2014 at 5:04:00 PM More Info
 
?Hill has gone {Rough The National }point count on compile 42,790 
 
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axe360
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Posted: Friday, April 4, 2014 at 5:05:23 PM | IP Logged

texture has gone over 60,000 points, thus, transparent texture occurs.. Optimize the high point texture... 
 
 
 
 

 
argon
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Posted: Friday, April 4, 2014 at 5:06:26 PM | IP Logged

edited by: argon on Friday, April 4, 2014 at 5:07:00 PM
 

axe360 said:
"texture has gone over 60,000 points, thus, transparent texture occurs.. Optimize the high point texture..."
Sorry Axe, i edited just as you were answering my question
about 42,900 some thing 
 
 
 
 

 
axe360
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Posted: Friday, April 4, 2014 at 5:07:10 PM | IP Logged

edited by: axe360 on Friday, April 4, 2014 at 5:08:00 PM
 
check any and all textures... I guarantee its excessive points on a texture... Could be bunker textures, rough, dp rough, etc..
Unfortunately I cant help, as I only have win7 premium...:(; 
 
 
 
 

 
argon
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Posted: Friday, April 4, 2014 at 5:10:18 PM | IP Logged


axe360 said:
"check any and all textures... I guarantee its excessive points on a texture... Could be bunker textures, rough, dp rough, etc.."
Thanks will do , ? would it look good if i left it in LOL :)i will try and hit a ball at it and see what happens , love messin about :). 
 
 
 
 

 
Bobby Bolin
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Posted: Friday, April 4, 2014 at 7:14:35 PM | IP Logged

Making some buffer shapes might help. Check bunker lips and other more vertical type areas. 
 
 
 
 

 
argon
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Posted: Saturday, April 5, 2014 at 11:56:44 AM | IP Logged


Bobby Bolin said:
"Making some buffer shapes might help. Check bunker lips and other more vertical type areas."
Thanks Bobby & Axe , would a path be good enough as the Buffer, not used many paths ,can the ends be joined up.
I made a mistake on the hill in question ,i had used a different bunker sand, my excuse :) i had not been up that end of the course for a while, it compiled ok when i spotted the mistake. 
 
 
 
 

 
axe360
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Posted: Saturday, April 5, 2014 at 12:03:13 PM | IP Logged

edited by: axe360 on Saturday, April 5, 2014 at 12:03:00 PM
 
I just use a a texture from the Architect lib, cause they are bright and just draw the shape around the hole you are working on and drop it, when your all done just optimize it and delete it, what that does is stop points from running up on other textures while you are working on that hole... Glad you got it fixed.. 
 
 
 
 

 
Herschel Dir
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Posted: Sunday, April 27, 2014 at 2:37:05 PM | IP Logged

Everyone else pretty much hit all the points. One other thing to do is once you have your hole(s) or course optimized the way you want, you can do one more optimize on the buffer texture at about 1-2% and "include children." It will cut down on the point count, eliminate transparent textures, and barely harm your elevation work.

I have two courses that I'm back to working on, and on both, I've had to do this multiple times. Just be careful not to do it until you've already optimized all the shapes the way you want. You don't want to do "with children" on more than 5% or it will destroy detailed elevation work, especially greens.

HD 
 
 
 
 

 
 
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