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link fixes and meshery docs
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course-building/course-meshes/exporting.md

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# Exporting Meshes
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To get your meshes from Meshery into Unity we'll export an OBJ file containing all your new meshes and then import that OBJ file into your Unity project. These meshes will sit just above or replace your terrain layer. Make sure you're using the latest [project template](/course-building/getting-started/#) and have the OpenGolfSim Developer Toolkit package, which should include a tool for importing and batch assigning base materials to your meshes.
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To get your meshes from Meshery into Unity we'll export an OBJ file containing all your new meshes and then import that OBJ file into your Unity project. These meshes will sit just above or replace your terrain layer. Make sure you're using the latest [project template](/course-building/getting-started/#2-install-project-template) which should contain the latest **OpenGolfSim Developer Toolkit** package with scripts for importing your meshes and building your course.
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## Export from Meshery
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course-building/course-meshes/generate.md

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## Import Files
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1. Download and open the [Meshery](/utilities/course-meshery) tool.
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1. Download and open the [Meshery](/tools/course-meshery) tool.
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On Windows, you may get a warning from Microsoft Defender. Click **More info** and then select **Run anyways**
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{: .note }
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> On Windows, you may get a warning from Microsoft Defender. Click **More info** and then select **Run anyways**
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2. Click the **Import RAW Terrain**{: .label } button and locate the raw terrain data file you created in the [Course Terrain](/course-building/course-map) step.
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2. Click the **Import RAW Terrain**{: .label } button and locate the raw terrain data file you created in the [Course Terrain](/course-building/course-terrain) step.
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3. Click the **Import SVG**{: .label } button and locate the SVG file you created in the [Course Map](/course-building/course-map) step.
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5. In Meshery you can optionally set a **Terrain Smoothing**{: .label } value for you terrain, to smooth out any rough / bumpy terrain. For more fine grained control, consider editing and smoothing your terrain in Unity and exporting a new RAW file for Meshery.
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## Surface Settings
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## Digging
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### Triangle Spacing
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The **Base Tri Spacing** setting adjusts the distribution of triangles across the mesh surface. This value sets the target spacing for the underlying grid sampling; lower values create a denser, higher-resolution grid, while higher values result in a sparse, lower-poly mesh. Use higher values for large-scale or base meshes to maintain efficiency, and lower values for smaller meshes like greens where you want a higher degree of slope accuracy.
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### Digging
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You can adjust the dig settings at the time of import, or on individual shapes after import. By default Meshery will dig bunkers, rivers, and lake beds a bit lower than your terrain, to ensure they have some depth to them.
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<img src="/assets/course-building/digsettings.jpg" alt="Vertex Shading" />
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**Dig Depth**
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How deep to dig down from the existing terrain data.
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**Dig Distance**
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The distance of the transition of the dig from the edge.
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## Vertex Painting
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For more advanced users, you can enable vertex shading / blending. Which will add blue or red vertex colors to the inner or outer edges of a shape. This will let you use custom material blending. Note: this still a relatively new feature, so experiment with caution!
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<img src="/assets/course-building/vertexshading.jpg" alt="Vertex Shading" />
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Blending is an advanced feature to daw red or blue vertex shading to the inner and outer edges of the mesh. Outer edges will be red, while inner edges will be shaded blue.
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**Blend Tri Spacing**
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The triangle grid size within the blended edge. You may want to add extra triangle density around the edges, to have more control over vertex shading.
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**Blend Distance**
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How far from the edge to fill with vertex shading.

course-building/course-terrain/fictional.md

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2. Set the terrain size to the size of your course in meters. For example, if you want to create a course that fits within 1 square kilometer, you would use a terrain size of `1000` by `1000` (meters).
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3. At this point you could start to create your [Course Map](/course-building/course-map) and layout a few holes of your course. From Inkscape, you can export a high resolution (8192x8192) PNG file. You can then import that as the terrain's image texture, to give you some visual reference points for modeling your terrain.
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3. At this point you could start to create your [Course Map](/course-building/course-map) and layout a few holes of your course. From Inkscape, you can [export](/course-building/course-map/exporting) a high resolution (8192x8192) PNG file. You can then import that as the terrain's image texture, to give you some visual reference points for modeling your terrain.
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4. You can use the built-in Unity terrain tools to raise/lower and shape your course terrain. You can also use various environment building tools from the Unity Asset Store to more easily create and model your terrain. Visit our course building channel on [Discord](/connect-with-us/) to discuss and share tools and techniques.
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