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  #1  
Old 11-02-2007, 03:07 PM
Dave Lauck Dave Lauck is offline
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G4 Artists Reference Document (PDF)

G4 Artists Reference PDF

Ok, there it is. I've gone through it pretty thouroughly but if I've missed something, let me know. Of course I'll answer questions in the Designers Corner if they come up.

This document complements the web page we put up awhile back that has tutorials on how to build planes and helis for RealFlight here:RealFlight Tutorials

While that is a tutorial, this PDF is a reference. It assumes that you have some rudimentary knowledge already about building aircraft for RealFlight.

Download Adobe Reader (it's free) if you haven't already to view the PDF. I made it a PDF because there's so much graphical info in there. With the PDF format, you can zoom in and out to read the smaller stuff.

Acrobat Reader

Good luck.

Dave
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  #2  
Old 11-02-2007, 03:34 PM
Dustyk Dustyk is offline
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Thanks Dave. This will be a HUGE help to us. i cant wait to crack into my box when I get home.
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  #3  
Old 11-04-2007, 01:45 AM
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dhk79 dhk79 is offline
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One thing I noticed in reviewing this was that it specified "ALL ~CS_" objects required a collision mesh. Is this a hard rule? I ask, because it seems like a waste. There are some parts that are pretty much impossible to hit by themselves.

Also, what are the polygon limitations for G4?
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  #4  
Old 11-04-2007, 07:35 AM
0xdeadbeef 0xdeadbeef is offline
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Quote:
Originally Posted by dhk79
One thing I noticed in reviewing this was that it specified "ALL ~CS_" objects required a collision mesh. Is this a hard rule? I ask, because it seems like a waste. There are some parts that are pretty much impossible to hit by themselves.
For G3 the rule was to either not use collision meshes at all or to use them for all components that could/should be able to collide with the ground or other objects.
I would guess this rule was not changed since else a KEX for G3 without any collision mesh would have none in G4. Any clarification on this would be nice though.

While this document is a large step forward from the previous documentation, I'm also a little disappointed that no advanced features - such as bump mapping - were added. I also don't get why the strange concept of movable pods wasn't reworked. It would be a much clearer and more consitent concept if movable pods were just pivots without mass or aerodynamic (+ hydrodynamic) influence and you would always have to add a wing to get a physical effect. G4 would have been a good point to change this.
Also note that lots of custom models use movable pods just as to move a rudder arm or the pilot's head. It's pointless to add a burden to the physics simulation just for this.
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  #5  
Old 11-05-2007, 04:33 PM
Dave Lauck Dave Lauck is offline
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Making a collision mesh for all ~CS parts is a rule that we follow here mainly because of standards we've developed. If a part breaks off that has no collision mesh or one that is not made properly or "closed", it may react with the ground in the wrong way when it touches it.

Our poly limit for the artists here is officially 10k for an aircraft. We break that rule on occasion, but usually only for helis and scale aircraft.

Dave
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  #6  
Old 11-05-2007, 04:54 PM
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arb6591 arb6591 is offline
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Quote:
Our poly limit for the artists here is officially 10k for an aircraft. We break that rule on occasion, but usually only for helis and scale aircraft.
Dave,
Is that correct? Not 20,000?
I would not be able to get my latest SU-27 even close to what it looks like with 10,000 polygons.

What do you mean by breaking this rule on occasion?
What is the meaning of "officially" ?
I thought all the rules were oficial

Andrzej
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  #7  
Old 03-03-2008, 02:30 PM
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NAWS NAWS is offline
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RE: help

thanks for the info on making the different color schemes will hafta give this a try
using PSP XI have done many repaints for aircraft for a WW2 sim
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  #8  
Old 06-18-2008, 04:16 PM
Ello?123 Ello?123 is offline
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help

what program do you use to make the aircraft cuz i want to make one so what program and where to get it plz!!!
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  #9  
Old 09-14-2008, 09:19 PM
theecoop theecoop is offline
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here is blender
http://www.blender3d.org/

but from what i understand is the only way to get it into G4 sim is to have 3dmax and the KEX export plugin.

So guessing you could build one ,but someone with 3dmax would have to import your 3ds or obj then export the KEX file for you
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  #10  
Old 11-30-2008, 02:02 AM
REBEL REBEL is offline
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Cool Any Other Reference Documents?

This is a nicely detailed reference document, but it's only good for those few RealFlight users that can design the aircrafts.

Are there any detailed reference documents for the airport and aircraft editors? If not, when will they make them?

I'd like to see a reference document for the aircraft editor first. It should contain a more detailed section for things like configuring elevons and other linked control surfaces, brakes, gyro, and other advanced functions.
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  #11  
Old 11-30-2008, 03:39 AM
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phrank phrank is offline
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"It's in the Manual" ....and the search bar....
....although G4 manual cut out a lot of info on aircraft editing that can still be found in the G3.5 manual:
Here are some starting points.
* Airport editing starts at the bottom of Page 40 in G4 manual, and continues on for a few more pages.
* Aircraft is briefly covered in G4 manual starting at page 113.
G3.5 manual has quite a bit more detail starting at page 116.
A more in-depth Editor forum discussion was done by Doug, and is still the best source of info, check his physics tutorial.
* Back to G3.5 manual, Gyro is discussed around page 239.

The info is out there, you just got to make an effort to find it.

Good Luck,
Frank...

Quote:
Originally Posted by REBEL
This is a nicely detailed reference document, but it's only good for those few RealFlight users that can design the aircrafts.

Are there any detailed reference documents for the airport and aircraft editors? If not, when will they make them?

I'd like to see a reference document for the aircraft editor first. It should contain a more detailed section for things like configuring elevons and other linked control surfaces, brakes, gyro, and other advanced functions.
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