Go Back   Knife Edge > RealFlight - Designer's Corner > RealFlight G5 & G4 - Designer's Corner
Use of this site is subject to our Terms of Use. | Looking for technical support? Read this!

Reply
 
Thread Tools Rate Thread Display Modes
  #46  
Old 12-09-2010, 03:13 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Quote:
Originally Posted by Mikeymike21
There is no normal speed, everyone has thier own pace
I misspoke I guess. Maybe I meant average.
Reply With Quote
  #47  
Old 12-09-2010, 03:14 PM
Cowpig Cowpig is offline
Registered User
 
Join Date: Sep 2010
Location: [Classified], New Jersey
Posts: 1,126
Yeah, but Doug models like heck! Look at his WIP so far!

Average time on a model depends on how much detail is going in it. Or when the deadline is, no matter how much detail (like me ).
Quote:
Originally Posted by Maj. Numbskully
Reminds me of another very talented "new" speed modeler we had here for a while once or thrice
who's no longer around........
or is he?
Or how good you are.

I'd say the best person to ask for n_tga and s_tgas is the Maj.-resident expert on CSs.
__________________
'Go with what works, I guess.'

When free things go wrong-
'Let's just pretend open source is crap'-Not_Xptical

Last edited by Cowpig; 12-09-2010 at 03:17 PM.
Reply With Quote
  #48  
Old 12-09-2010, 03:18 PM
dhk79's Avatar
dhk79 dhk79 is offline
Registered User
 
Join Date: May 2006
Location: Alexandria, VA
Posts: 4,398
Here's a quick & dirty on Spectral Mapping I made for someone else. For Normal Maps check the docs for whatever plugin you are going to use to generate them and you can find some basic tutorials if you search the web.
Attached Files
File Type: rfx Glossiness Tutorial.pdf.rfx (130.3 KB, 9 views)
__________________
- Knowing why ten things will not work is more important than not knowing why one does.
Doug's Project List
Reply With Quote
  #49  
Old 12-09-2010, 03:20 PM
Cowpig Cowpig is offline
Registered User
 
Join Date: Sep 2010
Location: [Classified], New Jersey
Posts: 1,126
There is also this thread.http://www.knifeedge.com/forums/show...ighlight=n_tga
__________________
'Go with what works, I guess.'

When free things go wrong-
'Let's just pretend open source is crap'-Not_Xptical
Reply With Quote
  #50  
Old 12-09-2010, 03:25 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Quote:
Originally Posted by dhk79
Here's a quick & dirty on Spectral Mapping I made for someone else. For Normal Maps check the docs for whatever plugin you are going to use to generate them and you can find some basic tutorials if you search the web.
Thanks for this. I downloaded the "nvidia normal map filter" plug-in for photoshop. I can't seem to find any tutorials on how to use it but I'll keep checking.
Reply With Quote
  #51  
Old 12-09-2010, 03:27 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Quote:
Originally Posted by Cowpig
Awesome thanks this tut uses my plug-in. You guys are great!
Reply With Quote
  #52  
Old 12-09-2010, 03:31 PM
dhk79's Avatar
dhk79 dhk79 is offline
Registered User
 
Join Date: May 2006
Location: Alexandria, VA
Posts: 4,398
I use the same plugin, so if you have questions yell.
__________________
- Knowing why ten things will not work is more important than not knowing why one does.
Doug's Project List
Reply With Quote
  #53  
Old 12-09-2010, 03:37 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Quote:
Originally Posted by dhk79
I use the same plugin, so if you have questions yell.
I will take you up on it. When I get there You'll hear from me.
Reply With Quote
  #54  
Old 12-09-2010, 03:39 PM
dhk79's Avatar
dhk79 dhk79 is offline
Registered User
 
Join Date: May 2006
Location: Alexandria, VA
Posts: 4,398
General guidance for Normal Maps (also nown as Bump Maps) are that they are based on 256 shades of grey. Black being zero and white being 255. The neutral grey 128 is the mid point or a level surface. Everything darker than this is recessed and everything lighter is raised.

Map out your bumps and indentations on multi-layers, combine them, and then use the plugin to process.

Use the options shown for the plugin and save the result as your _N.TGA file. Just copy it into the ...\RealFlight G4\Vehicles\CustomModels\... directory for your aircraft and RF will take care of the rest.
Attached Images
File Type: jpg Normal Source.jpg (196.3 KB, 19 views)
File Type: jpg Plugin Options.jpg (212.2 KB, 18 views)
File Type: jpg Plugin Results.jpg (151.4 KB, 13 views)
__________________
- Knowing why ten things will not work is more important than not knowing why one does.
Doug's Project List

Last edited by dhk79; 12-09-2010 at 03:48 PM.
Reply With Quote
  #55  
Old 12-09-2010, 04:12 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Quote:
Originally Posted by dhk79
General guidance for Normal Maps (also nown as Bump Maps) are that they are based on 256 shades of grey. Black being zero and white being 255. The neutral grey 128 is the mid point or a level surface. Everything darker than this is recessed and everything lighter is raised.

Map out your bumps and indentations on multi-layers, combine them, and then use the plugin to process.

Use the options shown for the plugin and save the result as your _N.TGA file. Just copy it into the ...\RealFlight G4\Vehicles\CustomModels\... directory for your aircraft and RF will take care of the rest.
WOW that's less complicated than I thought. That's good enough to get me started thank you sir
Reply With Quote
  #56  
Old 12-09-2010, 10:29 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Show both sides and canopy?

Could someone tell me how to get the "show both sides",and"canopy" prefixes to work? As the picture illustrates I am attempting to name multi sub objects in the material editor ~SBS,and~CANOPY. Neither will work in RF. How far off am I?
Attached Images
File Type: jpg Show both sides.jpg (209.3 KB, 12 views)
Reply With Quote
  #57  
Old 12-09-2010, 11:24 PM
dhk79's Avatar
dhk79 dhk79 is offline
Registered User
 
Join Date: May 2006
Location: Alexandria, VA
Posts: 4,398
I do not think RF will recognise sub-object materials. Do the exact same thing as a primary material and the names will work.

BTW there is also an ~ALPHA material to use transparency without the Show-Both-Sides that is also part of ~CANOPY.
Attached Images
File Type: jpg Image1.jpg (77.8 KB, 9 views)
__________________
- Knowing why ten things will not work is more important than not knowing why one does.
Doug's Project List

Last edited by dhk79; 12-09-2010 at 11:26 PM.
Reply With Quote
  #58  
Old 12-09-2010, 11:30 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Rf does uderstand the sub-object materials. My canopy is transparent which is the first sub object material in the pic. I'm still confused how to use this naming convention since RF will only accept oone bitmap for a model. Can you expand on your explaination. Sorry
Reply With Quote
  #59  
Old 12-09-2010, 11:38 PM
Boof69's Avatar
Boof69 Boof69 is offline
Registered User
 
Join Date: Oct 2010
Location: Swartz Creek,Michigan
Posts: 5,140
Quote:
Originally Posted by dhk79
I do not think RF will recognise sub-object materials. Do the exact same thing as a primary material and the names will work.

BTW there is also an ~ALPHA material to use transparency without the Show-Both-Sides that is also part of ~CANOPY.
Ok I see from the picture. Question answered. Thanks again
Reply With Quote
  #60  
Old 12-09-2010, 11:41 PM
dhk79's Avatar
dhk79 dhk79 is offline
Registered User
 
Join Date: May 2006
Location: Alexandria, VA
Posts: 4,398
That's easy. You can have as many materials as you like, but only one bitmap. If you look at the example I posted, you'll see three materials that use the same map. Each material can therefore have different reflectivity or use different reserved names, so that they'll behave differently in RF.
__________________
- Knowing why ten things will not work is more important than not knowing why one does.
Doug's Project List
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:20 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.