Posted: Tuesday, March 17, 2020 at
2:30:46 PM |
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I've been messing around with the CLS for a few days now, trying to add more items. Thus far, I've managed to add a few horses by enlarging the deer model and 'repainting' with a horse texture to mixed results. They look like a horse/cow/lama/collie hybrid gone wrong, but they're good enough from a distance.
I also made a Canada Goose by enlarging the duck model and repainting (seen below) to much better sucess. Obviously, the neck's a little short but I can't change that.
My real goal was trying to add some plants to a course via the CLS. I've already suceeded in adding dandelions sprinkled throughout the rough which looks quite nice and adds some randomness to the appearances of a courses rough.
My problem is that I wanted to add some cat tails or lily flowers along a pond edge, but I need to have the ability to specify that the objects be placed at an exact location. So far, I've been unable to do that. I can put things randomly across a particular texture (ie rough, water) but I really would like to give exact co-ordinates. I know the doral stock course used the CLS for its fountains and it stated co-ordinates, but I tried that technique and it didn't work for the flowers.
Has anyone ever been able to use the CLS to place something in a specific location?
Posted: Tuesday, March 17, 2020 at
3:46:39 PM |
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edited by: Gunpower61 on
Tuesday, March 17, 2020 at
3:51:00 PM
Looks very nice Quietly. Some guys are creating fountains with the cls, i am not a specialist but i remember they have to adjust coordinates to put the fountain on the exact loaction. Update: just noticed in you post you already tried the fountains technique, but it didn t work.
Hyno Designs
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Posted: Thursday, March 19, 2020 at
3:54:56 PM |
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Those flowers are awesome.
It has been a few years since I messed around with the CLS.
What I did was removed all the trash, aka tee's on tee boxes and extra littered golf balls and the insects. Made the birds come out when it was raining. On some of them removed the pond scum as well.
I don't know how you did those flowers didn't even know they were in the game.
As far as placing them, I don't know, you may be able to plot it, X/Y and than give the commands via the ini file.
Quietly
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Posted: Thursday, March 19, 2020 at
6:59:01 PM |
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edited by: Quietly on
Thursday, March 19, 2020 at
7:00:00 PM
I started by taking the code for divots. I messed around with the xyz to make the graphic stand upright instead of on the ground. Then I just made my own graphic (the flowers) with transparency and pointed the cls to it. There''s no limit to what size, number or type of plants or objects you can put on the course using this method provided you don''t mind them being flat (2-D). As long as you ''orient to camera'' they always face toward you and look decent.
I''ve currently got several different dandelions sprinkled in the rough and some other weeds as well. You can even add some additional types of rough grass sprinkled throughout the 3-d rough to give more colour and texture.
And I did finally solve the problem with location and can now dot a specific object/plant at a specific location. But I''ll have to do a seperate call in the cls for each location so the cls file is going to be rather large. I just had to circle back and retry the fountain technique. It eventually worked.
In the picture you can see the random locations of the dandelions as well as the humourously oversized cat tails. If you look close on the left, you can see I hadn''t put in the ''orient to camera'' yet as there are several cat tails that are paper thin.
Posted: Saturday, March 21, 2020 at
11:11:17 AM |
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Apparently, someone on the groundscrew had a bad day. They were told to spread the rakes out on the course but they just dumped them all in the first bunker they got to and left :)
Posted: Sunday, March 22, 2020 at
11:06:51 PM |
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Managed to also add some reeds to go with the cattails and I used the fireweed animation to make them sway. Works well with the existing reeds in the stock libraries.
Posted: Tuesday, March 24, 2020 at
10:47:32 AM |
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Looks very nice Quietly, great job.
Quietly
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Posted: Tuesday, April 7, 2020 at
8:09:31 AM |
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Here's what the horse and deer look like. Probably not going to use the horses but will include them in the cls file so others can use them if they wish. The deer is the same as the stock but with the duller winter coat which blends better into the scenery.
Posted: Tuesday, April 7, 2020 at
11:24:56 AM |
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For anyone interested, here is the cls that I've been working on.
It includes dandelions, plantains and clover for the rough, deer with a duller coat, reeds/cattails for ponds, and canada geese for your ponds. I removed the horses awhile back because I was unhappy with how they turned out.
I tried to offer explanations of some of the functions inside the cls.ini file.
The zip file has the actual cls folder you need to put inside your course folder. Inside the cls folder is the cls.tbf which you will need to open up using furrycats extracter. once you open that, you'll get the cls.ini which can be opened and edited using notepad. when you finish editing hit 'save'. DO NOT 'save as'. that will lose the ini file format.
Posted: Tuesday, April 7, 2020 at
1:27:56 PM |
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Have you had any success getting the golf bags to work? I tried that by reading what is included with the CLS information, but could not get any thing to show in the game. I thought it would be an added bonus and add realism to the PGA 08 game.
Quietly
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Posted: Tuesday, April 7, 2020 at
1:43:04 PM |
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I did once get golf bags to work but only by randomly throwing hundreds throughout the rough.
I couldn't get one to randomly show up on the tee deck. I gave up but I'm pretty sure if I used the fountain technique I could force 1 bag to show up next to the tee by giving it an exact spot, but I just lost the will to keep working on that one as it wasn't something I was really interested in, much like the bunker rakes.
I'm positive it can be done.
Bobby Bolin
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Posted: Tuesday, April 7, 2020 at
6:15:35 PM |
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Okay, so I seem to have figured out how the CLS works. However, I'm still not seeing any deer. I am using your templete but am currently trying the Cog Hill CLS. Does it have to do with the textures? Do I need to specifically position them? Are there other numbers to adjust? Everything in the CLS other than squirrels or deer seem to be working.
Quietly
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Joined: 8/28/2004
B-Day: 12/12/1800 (223)
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Posted: Tuesday, April 7, 2020 at
7:25:22 PM |
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edited by: Quietly on
Tuesday, April 7, 2020 at
7:31:00 PM
I''m not clear on what you mean by ''using the cog hill cls''.
Did you try placing the cls I upoaded in your course directory? Did the deer show if/when you did? (assuming you had an ''other'' texture on your course or that you changed it to a texture type that you did have on your course)
If you copy and pasted things into the cog hill cls.ini (ie. deergeom, deertex, deer2) you also need to make sure that the deer2.dds is placed in the ''cog hill'' cls folder before you repack it
Bobby Bolin
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Posted: Tuesday, April 7, 2020 at
11:02:39 PM |
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Quietly,
Thanks so much for your help!
I figured out how to use the CLS because of your help. Your CLS worked great but I wanted to try to get the stock deer to work as well.
I found a setting in the Generic CLS that does not allow deer on the course if tournament atmosphere is on.
All is working well now!
Quietly
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B-Day: 12/12/1800 (223)
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Posted: Tuesday, April 7, 2020 at
11:17:49 PM |
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no problem, happy to help.
Quietly
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B-Day: 12/12/1800 (223)
Posts: 297
Posted: Wednesday, April 8, 2020 at
1:23:19 PM |
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Ok so I circled back and tried the fountain location technique with the golf bag and it worked. It is possible to place a golf bag on each tee if you wish. The downside is you can only do this with courses that you have access to the architect file. You'll need to give exact coordinates for each golf bag appearance (ie 18 holes = 18 tee locations) and those coordinates can only be determined by looking at the plot in the CA.
Also be sure not to shop at the big and tall golf bag shop... (I acidently left in code that made it 35X normal scale)
Posted: Wednesday, April 8, 2020 at
2:50:25 PM |
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Here is the bag properly sized. I also added under armour and PXG logos. These are the only logos that could be made, because the golf bag 'skin' is mirrored, so any logo/words on the bag have to be the same forward/backward. That eliminates all text and leaves only the UA logo and PXG as the only logos that actually look right.
Posted: Wednesday, April 8, 2020 at
3:53:46 PM |
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edited by: Hyno Designs on
Wednesday, April 8, 2020 at
4:02:00 PM
You are pulling stuff out of the CLS that I never knew existed.
From you doing this, changing textures. Is possible than to re-texture the galleries and not have to TexMod them?
The cat tale water liners are really good along with the water flowers
Can you create new objects in the CLS?
In other games such as John Madden 08, people have created ways to change textures hard coded in the game. In other games you can create Meshes. If this was done for TW, one could create new game equipment.
With the TexMod app was able to design the Cleveland 588 wedge, gun metal, which turned out really well. The drivers are pretty easy did this years ago with the Rocketballz driver, the R9, the SLDR driver, the M1 and ect. The shafts turned out amazing. Last year was trying to create a Srixon iron set with woods for Shane Lowry. The woods turned out fine, But the irons are only ok. It is hard working from the EA template but as stated was able to do a really good Cleveland wedge.
The reason why I say all this, that golf bag is basically what I have been doing for years in TexMods. The golf bag is great because that is what the game needs, which is an upgrade.
Hyno Designs
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Posted: Wednesday, April 8, 2020 at
4:35:26 PM |
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edited by: Hyno Designs on
Wednesday, April 8, 2020 at
4:52:00 PM
Let me kind of explain a few things about textures and will use the John Madden football game as the example.
The team logo in game are 128x128 256 colors and the mid field are 256x256 256 colors.
The compression and colors are terrible on this.
When I was doing these, would upgrade the logo to 256x256 in a png file and the mid field to 512x512 png file. You do not have to go crazy on the resizing.
Even in the TW game when I rebuilt John Daly. The John Daly logo was really small, what I did was found a higher quality logo online and resized it to fit. You need to keep the dimensions the same. On a 128x128 texture you can do 512x512 or 1024x1024. But something like 1280x720 will not work correct.
I just did a revamp of Westchester 08 lib fixing the color blending. As I stated EA uses 2 textures merged in to one. For example the green texture the underlining one may have been 256x256. So I upgraded that to 1024x1024. In the LC we use tga files. On the texture mod I am using .png files. The deal is we can not use stock fringes. That texture is pulled from TexMod and than created in to a 1024x1024 tga file which is than used in the LC.
When I built the stadiums for a baseball game years ago, found that jpg images are terrible you want to use 24 bit .bmp files for images. The images that have clear areas you want to use png files aka logos and so forth.
In short, to get a higher quality CLS images. If the game image is 256x256 and you design it at 1024x1024, the new image in game will be a lot better quality.
This video is an example of everything I stated in this post and were I built every single team outfit, helmet, uniform, logo texture and in some cases the stadiums.
Hyno Design''s All-Time Great NCAA Madden 08 Custom Designed League
Tiger Woods Golf Forum - Fun with the CLS - Page 1 Loaded in 0.531 seconds
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