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Old 10-04-2017, 03:57 PM
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Ryan Douglas Ryan Douglas is offline
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FBX Import

I am overjoyed to announce that with RealFlight 8, we have completely eliminated the need for the KEX Exporter across both of our current product lines!

For those who haven't already played with this for RF-X, the basic idea is that you make your art in 3ds Max just as you always have. But instead of exporting a KEX file, you export an FBX, and import that directly into RealFlight.

As I'm sure anyone reading this well knows, the former method required a Max plugin which in turn required 32-bit Max 2012 or older, effectively closing off the content creation pipeline for nearly all users. The FBX file format, on the other hand, is natively supported in Max. It requires no special steps or downloads; it just works.

I know this will make you guys happy. Believe me when I say it might make us even happier.
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  #2  
Old 10-04-2017, 04:17 PM
12oclockhigh 12oclockhigh is offline
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Thanks, Ryan... you really have helped me out.
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Old 10-05-2017, 01:29 AM
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Might have to retune my building skills soon. Thanks guys.
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  #4  
Old 10-05-2017, 02:13 AM
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Originally Posted by abaser View Post
Might have to retune my building skills soon. Thanks guys.
Sure would be nice to see you back Andy, you were a great inspiration to everyone that enjoyed, and wanted to do modeling , not to mention a GREAT help to all that have done so in the past including myself, I wouldn`t have gotten my only model on the swaps without your help.
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I'd like to see a 2 file per day upload limit
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Old 11-07-2017, 06:35 AM
Lorbass Lorbass is offline
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3DS to FBX ?

Quote:
Originally Posted by Ryan Douglas View Post
I am overjoyed to announce that with RealFlight 8, we have completely eliminated the need for the KEX Exporter across both of our current product lines!

For those who haven't already played with this for RF-X, the basic idea is that you make your art in 3ds Max just as you always have. But instead of exporting a KEX file, you export an FBX, and import that directly into RealFlight.

As I'm sure anyone reading this well knows, the former method required a Max plugin which in turn required 32-bit Max 2012 or older, effectively closing off the content creation pipeline for nearly all users. The FBX file format, on the other hand, is natively supported in Max. It requires no special steps or downloads; it just works.

I know this will make you guys happy. Believe me when I say it might make us even happier.
Yes, would be great. But my 3D Studio Max can't export FBX but .3DS or .MAX .
I found an application from autodesk (FBX Converter) but seems no longer available for download (only FBX Review)
Anybody knows how to do it?

Last edited by Lorbass; 11-07-2017 at 06:39 AM. Reason: Wrong language bevor
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  #6  
Old 11-07-2017, 10:46 AM
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Originally Posted by Lorbass View Post
Yes, would be great. But my 3D Studio Max can't export FBX but .3DS or .MAX .
I found an application from autodesk (FBX Converter) but seems no longer available for download (only FBX Review)
Anybody knows how to do it?
I found a free download for it on Softpedia.

http://www.softpedia.com/get/Multime...onverter.shtml
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Old 11-07-2017, 02:07 PM
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Quote:
Originally Posted by Lorbass View Post
Yes, would be great. But my 3D Studio Max can't export FBX but .3DS or .MAX .
I found an application from autodesk (FBX Converter) but seems no longer available for download (only FBX Review)
Anybody knows how to do it?
I'm curious what version of 3ds Max are you using?
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Old 11-08-2017, 03:46 AM
Lorbass Lorbass is offline
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I'm curious what version of 3ds Max are you using?
3DSMax Version 3.1 from Kinetix or FSX_GMAX from SDK Flightsimulator MS.
After that, 3DS was overtaken bei Autodesk with small modifications, e.g. black GUI
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  #9  
Old 11-08-2017, 02:57 PM
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Ryan Douglas Ryan Douglas is offline
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I'm afraid we can't help you there. We do not support import of .3ds or .max files and do not plan to implement that.

As some have offered above, if you can find a converter that does a good job, that may be a viable path.

Please post and let everyone know if you find something that works for you!
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  #10  
Old 11-21-2017, 09:50 PM
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Is 3ds Max used for building the models? or just making parts move?
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  #11  
Old 11-21-2017, 09:56 PM
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You can build in max, wings, or blender. Max and blender are capable of setting pivots, but not wings so a model created there must be imported into max or blender to complete it. All of those can do anything else needed for the build process. Max is pretty much the only platform that you'll get any help from forum members or KE.
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  #12  
Old 11-21-2017, 11:19 PM
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I have max, but I need an easy to follow tutorial, a walk through on building a model for realflight. I have the hardware, and I want to give it a shot.
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  #13  
Old 11-21-2017, 11:59 PM
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http://www.knifeedge.com/forums/showthread.php?t=28770

Good way to learn the basics.
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  #14  
Old 11-29-2017, 01:26 AM
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Ryan, you mentioned RFX has a poly limit of 65k+ per frame. In the RF8 art creation thread you said the process for RF8 should remain the same as 7.5. My question is, is the poly limit in RF8 still 27,000 or as in RFX? I may have missed that somewhere if it was discussed before.
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Old 11-29-2017, 02:04 AM
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Quote:
Originally Posted by abaser View Post
Ryan, you mentioned RFX has a poly limit of 65k+ per frame. In the RF8 art creation thread you said the process for RF8 should remain the same as 7.5. My question is, is the poly limit in RF8 still 27,000 or as in RFX? I may have missed that somewhere if it was discussed before.
Here's some questions I ask and Ryan's answers.

http://www.knifeedge.com/forums/show...74&postcount=7

Quote:
Here's a few questions as a content creator.

1. What version of Direct X is supported.

2. What is the texture size.

3. What is the triangle limit.

4. What is the collision mesh limit.

Beyond that has there been any improvement to the textures in 3d fields?

And of course as an RF-X owner is there any discount to get RF-8.

ANSWERS:

1.This product is using the same engine as 7.5 and has the same DirectX requirements.
2.Texture size is unchanged from 7.5.
3.Triangle limit should now be the same as in RF-X: 135,000. We did encounter a problem when importing an object with a higher number of vertices just now, but I assume that will be solvable once we look at it further.
4.To be perfectly candid I don't know. I don't think it has changed, but the person I'd need to ask is out of the office.

If you're asking about the terrain textures, they are the same as in 7.5.

That's determined entirely by our publisher, Great Planes/Hobbico. I know they have something planned, though. I'm not sure when the details will be revealed.
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