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  #166  
Old 11-15-2011, 06:49 PM
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zdog64 zdog64 is offline
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halo reach falcon

i worked on this with some other people for a different game but im thinking of putting it in realflight

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  #167  
Old 11-15-2011, 06:56 PM
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abaser abaser is online now
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Youll need to rotate the model so the nose points down the Y axis. The X axis should run across the model.
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  #168  
Old 11-15-2011, 07:14 PM
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mwilson914 mwilson914 is offline
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zdog64,

The key things to know to get this EA into Realflight is to:

1.) Use only one .tga file for the entire model
2.) The model and collision mesh must be under 20,000 triangles with the collision mesh not exceeding 1,500 triangles.
3.) If retractable landing gears are used, they must have NUP values correctly defined. The vehicle absolutely will not work if the NUP values are not defined on the gear doors (if used).
4.) Named materials in the modeling program must be named to use the alpha channel on the .tga (i.e. ~ALPHA, ~CANOPY, ~SBS, ~BREAKAPART) They must be named exactly as shown in all caps with the "~" preceeding the rest of the name.
5.) You will need to eliminate the blades on your model and define the sim's prop placement with the ~CS_ENGINE1, ~CS_ENGINE2 compoenents.
6.) Look up everything here you can regarding NUP values. They do everything from animating landing gears to making lights blink.

You'll find tons of useful information here in the forums to help you get your model into the sim. There are many different dedicated naming conventions to use on a model and you can find all that in the forums as well.

If you get stuck trying to import your model into the sim, post in a build thread for assistance. Most everyone will bend over backwards to help you out.

If you would like a sample model to reference for parts naming, pivots, NUP values, etc., send me a PM with your email address and I'll send you something from my collection. I may have to convert a model and export into a different format since my version is much older. Sometimes models will look like a pile of broken glass between modeling programs including different versions of 3DS Max.

Since you have Max 2012, you may have difficulty getting your model into the sim. I think the latest .kex exporter for Max, is for Max 2011. People here will help you if they can.
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  #169  
Old 02-18-2015, 11:03 PM
vagnerts vagnerts is offline
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boomerang 40

Quote:
Originally Posted by Hooty256 View Post
Aircraft I am working on.

Boomerang 40 Trainer IC46

Hi!

Do you have the Boomerang 40 to realFlight?
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  #170  
Old 02-20-2015, 02:43 PM
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Quote:
Originally Posted by vagnerts View Post
Hi!

Do you have the Boomerang 40 to realFlight?


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  #171  
Old 10-26-2015, 02:53 PM
Remy Remy is offline
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Hi everyone,

Ny name is Remy, i'm from Holland and currently i'm working on a little rc plane.
I have drawed this RC plane in solidworks, and would love to fly it in Realflight. It's a very simple model with only a V-tail and a little rudder under the V-tail together with an EDF. There are no wheels, no moving parts.
I have all kinds of photoshop files for it to cover the model.
Is there any one who would like to make this model ready for me so I can upload it to realflight? I want to pay for the effort. (sounds really "buisness" but I don't want to have someone spend hours with drawing for nothing)
mayby we can have further contact true pb.

Thank you very much in advance,
Best regards.
Remy
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  #172  
Old 10-26-2015, 06:17 PM
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csgill75 csgill75 is online now
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So there's only a very few people who can still create content for Realflight. 4 people who could and soon to be 3. The problem is the software used to import into Realflight requires 3DSMax 2012 which isn't available anymore. As the licences expire, eventually nobody will be able to create content for the current versions of Realflight. We do expect a new exporter for the newer versions of 3DSMax to be released when Realflight 8 comes out sometime next year.
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