Jack Nicklaus Signature Edition (JNSE) Course Design Compendium by Terry Clark 8 Nov 1993 (Updated 20 Jan 96) INTRODUCTION: First, I want to thank several folks that have made this compendium possible. It is truly a compilation of knowledge gained from a number of sources. First and foremost I wish to thank James (Revery) Matthews. He has been a fountain of knowledge and assistance. I want to also thank Jim Farst, he has assisted in many ways, his enthusiasm is second to none. It wouldn't be fair not to also thank, John Kunyik, the creator of, not only PALEDIT, but JNSEDT as well as IMPORTBG and EXPORTBG. (JNSEDT22 now incorporates many additional features.) Also special thanks to a guy called Jerbs for JNSGCOLR. These guys that can program really help out the little guys like me, that just want to be able to design. I especially want to thank the really talented designers out there. They inspire us all to do better. I know I'll miss some of the good ones, but... thanks to Lee Ritz, Jim Matthews, Peter Whittaker (Peewit), Ted Maiden, and Scott Chesney. (Lets add; Bob Polin, Gene Rodriguez III, Steve Holden, Dave Salamon, and Mark Willett to the list.) Finally, I want to thank CompuServe, they have made this possible by providing the forum in which most of this knowledge was obtained, shared and compiled. This compendium is truly intended to be just that. It is not my knowledge, it is a compilation of knowledge that has been gathered. The above folks, and many others have contributed. Since the information was freely shared I do not feel I am compromising any trust by simply compiling this information. The intent is that this information be freely shared and used by anyone. The desired outcome is simply that everyone be better able to enjoy JNSE design. This compendium will deal with the following topics; 1 - Design assistance programs 2 - Design Theory 3 - Design Technique 4 - Design Aesthetics 5 - Reference Material DESIGN ASSISTANCE PROGRAMS: PALEDIT/JNSEDT/(JNSEDT22) Probably the program I'm asked the most about are those that can edit the JNSE palette. The only two that I am aware of are PALEDIT and JNSEDT. (JNSEDT22 has surpassed any other available program, just ignore the others, now.) These were all written by John Kunyik. JNSEDT22 is the newer version and is much more versatile. There are some folks that report problems running this program, me included. Apparently some hardware configurations have trouble with this program. I have yet to figure out what is the specific problem, or what is the culprit. (I have to use my key to gain access to JNSEDT/JNSEDT22.) Both PALEDIT and JNSEDT are available through many BBSs, and are in Library 5 in the SPRTSIM forum on CompuServe. (JNSEDT22 is now on my homepage, as well.) They are *zipped* files, so they need to be unzipped after being downloaded. I would recommend you try (JNSEDT22) first. If you have no trouble with it, don't bother getting PALEDIT or JNSEDT. Also, both programs come with a .DOC file that explains how they work. I'll go into a brief description, just to get you interested. First, with (JNSEDT22), it is imperative that you operate it from the same subdirectory as you have the specific golf course you wish to edit. Both programs have you select the palette file (.PRC) for the course you're editing. (The first time you use a .PRC, you need to access the COLDESC file.) Once you indicate the .PRC file the screen will display the 256 colors that are in the palette. You may then change the color of any one or all of them. The color is changed by changing the red, blue, and green number value for the color. The advantage of JNSEDT is that it, 1) tells you how JNSE uses that specific color, like "sand", and 2) allows you to change a range of colors by blending from one all the way through to another, in one simple step. (This saves considerable time changing the grass greens or the sand colors. It is of course crucial that you consider carefully what colors you change. Many of the colors are used for other things, like the player animation, the swing bar, and the screen outline. There is a file called JNSEOBJS.PCX with JNSEDT that you can load and see how your color changes are effecting the above objects. Finally, JNSEDT has an import and export background function that will export a background file to Deluxe Paint II Enhanced, and import a .PCX file to JNSE as a background (.DZV) file. (IMPORTBG/EXPORTBG are now included in JNSEDT22) These files, also by John Kunyik will import a .PCX background to JNSE and export a background to a .PCX format. They are very useful if you have a paint program that uses 256 colors and can deal with .pcx files. The only real caution is that the .PCX file is 1200 X 47, a rather unusual size. I'm not sure what paint programs can or cannot deal with that size format. Deluxe Paint II does a fine job! One of the truly nice features of this method of creating backgrounds is you can take advantage of JNSE's water animation colors, which you can't do in "Design" mode. To create a .PCX background, first export a background file (.DZV) with the palette colors you want to use, i.e. EXPORTBG filename.dzv filename.pcx then load that .PCX file into the paint program. Then create a new file, this saves the palette colors (at least it does in Deluxe Paint II). Then size the page to 1200 wide by 47 high. Then create away! If you use the water colors in the background, they will be animated when used in JNSE! (Both importing and exporting background files is now an integral part of JNSEDT22. It also allows you to import both overhead views and landplots.) JNSGCOLR This is not a program per se, but it is a very useful file. If you load it into Deluxe Paint II, or I imagine any other paint program, it loads the JNSE default palette. I use this regularly to create objects in Deluxe Paint II. We can thank Jerbs for this effort. When designing objects in a paint program, keep in mind the size restrictions of the "Design" mode. It is 83 high X 240 wide. HOLE CHANGE: HOLECHNG, available in the new SPRTSIM libraries is a unique new idea by Bill Rose. Basically it allows you to randomly, or by given characteristics, change between two hole layouts, backgrounds or object files. He came up with the idea during the CGA West design effort. He thought, something like, it would be nice to have different holes available for varying water levels. In other words, if the water level is down, this swamp won't be so full, that would create a different look to the hole. His program also works very well for changing objects and/or backgrounds. For cases like Inverness, where the designers have both a fall and a spring/summer set of background and object files, it comes in very handy. **NOTE: I have not had a chance to experiment very much with Bill's program, but it has great possibilities, IMHO. ***ADDED NOTE: Now Bill is working on a program to help automate the tournament play routine for the CGA Tour. I can't wait for this program. (Obviously a lot of time has passed, and these lines are both outdated. I used HOLECHng in my Sterling Shores design. Bill has released several versions of his TKLITE program. It is a wonderful utility and the CIS tours use it regularly, as well as the intertour "Ryder Cup" events.) FLAGS: Just a quick note on flagsticks. You've probably noticed that some courses have custom flagsticks that have stripes and/of different flag colors. This is done by editing the HEX code in the objects file, *.OMM. If your not comfortable with editing the file there is another way to use these type of flags. Namely, use the *.OMM file for a course that has flags that you like. Rename the *.OMM file to the name of the *.OMM file of your new course. I.E. REN OLD.OMM NEW.OMM This will replace your new courses objects file with the old courses object file. Then go into designer and delete all the objects you don't want to keep. Chances are good there will also be an object there that matches the new flagstick. The flagsticks are addressed as indicated below. If your up to HEX editing, have at it. HEX ADDRESSES & COLORS OF THE FLAGPOLE --------- ---------- | 03AA | <----- |HEX ADDR| | 04 | <----- | COLOR | |-------|---------------- ---------- | 03AE | 03AE | 03AE | | 0F | 0F | 0F | |-------|-------|-------|-------- | 03B2 | 03B2 | 03B4 | 03B5 | | 06 | 06 | 04 | 0F | |-------|-------|-------|-------|-------- | 03B9 | 03BA | 03BB | 03BC | 03BD | | 06 | 03 | 03 | 03 | 0F | |-------|-------|-------|-------|-------|-------- | 03C1 | 03C2 | 03C5 | 03C5 | 03C6 | 03C7 | | 06 | 02 | 02 | 02 | 02 | 0F | |-------|-----------------------|-------|-------|-------- | 03CB | | 03CF | 03CF | 03CF | | 06 | | 01 | 01 | 01 | |-------| ------------------------- | 03D2 | | 06 | |-------| | 03D6 | | 06 | |-------| | 03DA | Colors Used in Hexadecimal | 0F | 01=COLOR 1, |-------| 02=COLOR 2, | 03DE | 03=COLOR 3, | 0F | 04=COLOR 4, |-------| 06=COLOR 6, | 03E2 | 0F=COLOR 15, | 0F | COLOR 1 equates to the 01 color in |-------| the JNSE palette, the upper left color | 03E6 | (transparent black) being 00. | 0F | |-------| | 03EA | | 0F | |-------| | 03EE | | 0F | |-------| | 03F2 | | 0F | |-------| | 03F6 | | 0F | |-------| | 03FA | | 0F | |-------| | 03FE | | 06 | |-------| | 0402 | | 06 | |-------| | 0406 | | 06 | |-------| | 040A | | 06 | |-------| | 040E | | 06 | |-------| | 0412 | | 06 | |-------| | 0416 | | 06 | |-------| | 041A | | 06 | |-------| | 041E | | 06 | |-------| | 0422 | | 0F | |-------| | 0426 | | 0F | |-------| | 042A | | 0F | |-------| | 042E | | 0F | |-------| | 0432 | | 0F | |-------| | 0436 | | 0F | |-------| | 043A | | 0F | |-------| | 043E | | 0F | |-------| | 0442 | | 0F | |-------| | 0446 | | 06 | |-------| | 044A | | 06 | |-------| | 044E | | 06 | |-------| | 0452 | | 06 | |-------| | 0456 | | 06 | |-------| | 045A | | 06 | |-------| | 045E | | 06 | |-------| | 0462 | | 06 | |-------| | 0466 | | 0F | |-------| | 046A | | 0F | --------- The above information is compliments of Jim Farst. Thanks Jim! DESIGN THEORY: Course design theory is a much discussed topic. There are books on it. The ideas expressed by Jack Nicklaus, both in the "tips" screens and in the owners manual for JNSE are all valuable. But, real life course design and JNSE course design are QUITE different. The vagarities and limitations of JNSE should be understood and always considered in any design. There of course are many different theories about what is a good and/or bad design. If your aim is to please the "masses" you are almost sure to fail. Studying the structure of the famous real life courses is always a good idea. These at least provide some valid ideas and can certainly give inspiration. Get some books showing various courses and/or discussing course design, see the reference list at the end. In JNSE designs there are basically, IMHO, three types of courses. Of course anyone else could come up with another number, for various reasons. But, for the sake of discussion, the three types are; 1) existing courses (or real life courses), 2) imagined courses (or made up courses), and 3) Fantasy courses (or unreal courses). Doing existing courses will probably gain you the most notoriety, but are the most difficult. Imagined courses allow you freedom to design and imagine what things should be like. Finally fantasy courses allow your mind to truly wander into the unknown. Golf on the moon anyone? (see Lee Ritz's Sea of Crises) Anyway you choose to go, it is important that you decide how you want to design the course, then sit down and solidify your ideas. The overall concept is critical to a good result. Personally I like to set up the basic structure of the holes on paper first. You know, one hole is a dogleg right, uphill, with a creek running down the right side of the fairway, or something like that. This assures me that the final result will have variety and can help to assure that "all the clubs in the bag" will be needed. Integral with this exercise is the overall look of the course. What kind of background and objects will you use? Planning ahead is always a good idea. However, sometimes the spirit of the design can be very creative. Once you "get into it" you may come up with some additional, or different ideas. DESIGN TECHNIQUE: This is an area that will certainly create some discussion, and probably arguments. Each person to their own opinion. My intent is not to get into philosophy here, just how to use JNSE to design a course. Of course you start with, CREATE A COURSE. Your first decision is in regard to land plot. JNSE provides only two choices, the JNUG choices are not available, and I've never figured out how to make them work. But, it's time to get "creative", anyway. If you don't like one of the two choices, start from scratch. First, go to EDIT PLOT, then DELETE OBJECTS, then DELETE ALL. Next, from the normal edit screen, paint everything OUT OF BOUNDS. Next go to PLACE HILLS, then FLATTEN PLOT. Now you have a clean slate, so to speak. I like to start by adding water and or sand. Then I go to the PLACE HILLS option and start sculpturing the landscape. Then, once the land is sufficiently sculpted, I go back to the normal edit plot screen and touch up the colors. OPTION: Leave the plot flat and OB, and just start designing holes, then after all holes are done, go back and "pretty up" the plot. Now, lets discuss OBJECTS and BACKGROUNDS. (First, refer back up to the IMPORTBG/EXPORTBG programs.) Creating objects and backgrounds can be very difficult, time consuming, and frustrating! If you aren't artistic, it can be impossible to come up with something your satisfied with. There are numerous objects available. Every course in the CIS Libraries has some. Plus there are a number of objects in files like JNROCK.ZIP, JNPINE.ZIP and etc. These are .PCX files and are a very nice place to start. I often will start with one of these and make alterations to it, to fit my needs. I find it much easier than starting from scratch. To import a .PCX file, use IMPORT PAINT option. Oops! Back to basics, sorry. First, go to EDIT OBJECTS. If you don't want the object that is there, DELETE OBJECT, then go to NEXT OBJECT. Continue this til you've deleted all the objects, unless you want one of those. Now, to fill it back up with objects use IMPORT OBJECT to import from another course, or IMPORT PAINT to import a .PCX file. (NOTE: see discussion above about JNSGCOLR. Use this file to create your own objects in Deluxe Paint II (or Enhanced). Backgrounds for me are the hardest. Your artistic talents, when the're like mine, are stretched to the max here. My best recommendation is to IMPORT BACKGROUND of one you like. Then play with that background. Start small at first, then work your way up as you start to understand how to create things. Don't worry, you can always go back to IMPORT BACKGROUND and start over! Also, if you have a paint program, remember, some of the tools there will help immensely. Using the IMPORTBG program you can use your paint program to create beautiful backgrounds. The skies the limit here. Now, you have your plot and your objects. The next step is to ROUTE the course, select COURSE ROUTING. You'll now be looking at the plot. Using your mouse and NEXT HOLE/PREV HOLE you can route each hole. Remember to take advantage of the CENTERLINE (the red line following the mouse). Once you have marked your tee ground and green/pin #1 position, click on the SAVE HOLE/NEXT HOLE button. Once you have 18 holes routed, your ready to move on. To EDIT the holes, you can either stay in COURSE ROUTING, or EXIT back to the main menu screen. It's easier to work from the main screen, as all you have to do is click on the hole # to go into the EDIT HOLE function. Now the real fun begins, sculpting your hole. There are some very good design tips in a file in Lib 13, called DESIGN.TIP by Paul Conrad. I won't repeat his advise here. I'll only go into a little of the "Clark" philosophy. It was compiled by many discussions here in CIS (GAMERS/SPRTSIM). I'll only cover some highlights. Decide in the beginning how you wish to handle the "mowing patterns", for lack of a better term. Will Out of Bounds (OB) be just that, or will it be Heavy Rough (HR)? HR is awful nice to have sometimes. And you can get OB by using the edges of the screen, anything off the edit hole screen is in fact OB. Other mowing pattern considerations are; 1) around the teebox, 2)edges of the fairways, and 3) around the greens. Personally I don't like greens surrounded by rough. Some folks think that is necessary to create a difficult course. This is not necessarily true. Once you've chosen mowing patterns, be consistent throughout your design. Be VERY careful with elevations! One of JNSE's major, IMHO, flaws is it's ability to handle ball flight properly. A long uphill shot is quite difficult. Don't plan a hole where you have to hit a 2 or 3 iron 180+ yards up a large hill. Also don't create areas on the course where noone can recover! JNSE does not have a "unplayable lie" option. If you stick someone deep down in a hole that it is impossible to get out of, they will HATE your design. It is acknowledged that there are legitimate uses for nasty locations, just always leave a "way out" even if it is hitting backwards. Designing greens is probably the one most criticized area in JNSE design. I take my share of criticism, so following my advise may not be the best course of action! I personally like undulating greens, both in real life and in JNSE. The only time I use flat portions on the green are when the green is; severely terraced, or extremely large. But, you should, IMHO, NEVER have a green that changes more than 15-20 (feet?) numbers from one spot to the next. Some will say that 15 is too great! Also, if you put pin positions close to the edge of the green, don't have the green sloping into trouble. I try to avoid this by having a lip between the pin and the edge of the green, just a 1 number lip will help considerably. Finally, until you get very proficient at "BUILDING HILLS", you should very carefully view every pixel in your playing areas. the BUILD HILLS option can produce some pretty strange results! Sculpting your hole is very important! I'm a stickler for sand traps. Each one has to be carefully sculpted to get a realistic look. Traps should hold balls when they are hit into it, IMHO. I've played many courses where you hit into a trap, only to roll out. This can be good or bad. Rolling out into water or HR is not pleasant, but rolling out into fairway or green is! Once the hole is layed out and sculpted you can begin putting in objects. This appears to be an easy task. IMHO, it isn't. Getting the objects to come out natural looking takes a certain amount of talent. Ready for another "Clarkism? I think you should use great care in placing your objects so that they DO NOT hide hazards, sometimes to get what you want, you have to, but it should be done with great care. After the objects, you should place all four teeboxes and all five pin positions. OK, now you have all 18 holes edited and you think your done, right? Wrong!! The best designs are the best because of the great care that is taken to design them. I have several recommendations. First, the land plot needs to be touched up, or maybe totally redone. If you included adjacent fairways in your individual hole design, they will show up on the plot view. There are two ways to deal with this. One is to not design adjacent fairways til after your 18 holes are done. Then copy the course to a different name/place and edit the copy, hole by hole. Once this is done copy the holes back to the original using DOS copy. This method will not effect the land plot. Another methods is to turn everything to transparent, then hand draw the holes. Some good examples of hand drawn land plots are; Bob Polin's Pebble Beach (BPPEBB.ZIP), CGA West (CGAWES.ZIP), and Jim Matthews latest Muirfield (MUIRFI.ZIP). Or you could do something original like Jim Matthews Municiple (MUNI.ZIP). Next, you need to seriously play test your creation. I like to play several rounds with a foursome. I like to use two computer players and two humans, one from each tee. This will catch a lot of little things you screwed up on. Finally, create a .TXT file to add to your course. We all like to hear about your design. DESIGN AESTHETICS: I've covered some of my thoughts on aesthetics earlier. So this will be short. Most of the things you can do to make your course aesthetically pleasing relate to the use of backgrounds, objects and land plots. But, the palette and elevations are also critical. If you alter the palette and make your player look awful, it isn't aesthetically pleasing. Also, you should consider the player when you alter colors that effect the playing screens. Some of the more serious concerns are covered here. 1) The main playing screen and the swing bar. Steve Charnes has proof that different colors can speed up and/or slow down the swing bar, at least on some machines. 2) The green overhead view can be seriously effected by changing the green colors. 3) As mentioned above, the players can be made to look terrible, which is disconcerting, if your not careful. 4) Finally, remember JNSE players are all types. Altering colors can cause problems where it is difficult to tell if your in rough or fairway. It can also create unpleasant appearances. Another important aesthetic consideration is overhead views. If you place objects in such a way as to hide hazards, you are doing the player a disservice. There should never be hazards that are completely hidden. This is most critical when you set up blind shots. Finally, as a last note, the above collection of information is mixed with my own thoughts. I am, by no means an expert. I know what I like and I have a very workable knowledge of JNSE. But, by all means "be yourself". Don't try to be someone else. Use other people's ideas to foster the generation of your own. Also, try anything. Who knows it might come out very nice! REFERENCE MATERIAL: There is a lot of help in the SPRTSIMS Libraries. Some of the interesting stuff is outlined below. Some files of interest are: DESIGN.TIP by Paul Conrad JNSECC.TXT DOS play Dates JNDOS.TXT DOS play Dates SOURCE.JNU Source Book References by Jaybird JNCOLR.ZIP JNSE editing/color info BUSH.ZIP/BUSH1.ZIP by Phil McCloud (Tree lessons) JNSE4.RUL/JNSE5.RUL Design contest rules JNTR__.ZIP Various files of .PCX trees JNSHRB.ZIP Various .PCX shrubs JNROCK.ZIP Various .PCX rocks JNPINE.ZIP Various .PCX pine trees JNPALM.ZIP Various .PCX Palm trees JNOBJT.ZIP Various .PCX objects (ball washers, yardage markers, carts, etc) JNCACT.ZIP Various .PCX Cactus JNANIM.ZIP Various .PCX animals TREED.ZIP More trees by Phil McCloud OBJS1.ZIP Other various .PCX objects PALIDA.ZIP Various trees and lilacs There is wonderful reference information out there. Why not ask your course pro for a topographical map of your course. Yardage books are very helpful, as well as taking a camera/camcorder the next time you play golf. CLOSING: I hope that this compendium is helpful to you. My main objective is to help out the new designers, and maybe convince some folks to "give it a try"! As I mentioned before, I've gotten a lot of help from folks here in CIS. If I can help anyone, I'm only happy to try. Remember though, advise is only worth what you paid for it! Terry Clark 75230,2671 tdclark@ix.netcom.com