Help match the physics to the visual model

omtodkari

New member
Hi all,

I have been lurking through the threads for over a week now. I came across a few threads which have helped me reach till this point. Thanks to @legoman and @spykez :D:D for great question- answers. I have managed to import the model to RF from Blender ( Have never used Blender- so a newbie). It looks transparent, I believe it is because of incorrect UV wrapping.

I would like to get answers for the following questions that I am unable to resolve:

1. How to match the physics with the visual model? You can see from the attached picture, that the fuselage, arms, Htail, landing gears have been successfully matched but the vertical tail and wing wouldn't match. I would like to avoid having to enter all the wing/tail parameters if at all possible. Also, since the tail has 2 Vertical stabilizers and the reference model only 1, I am not sure how that would work out as the reference model naming convention has just 1 vertical stabilizer. 1725869100617.png

On the other note, is there a way to import the model, without relying on the already present model in RF? I am using a tilt-rotor model which is similar to the one that I am using on ardupilot page and have referred everything from that model. I am attaching that model below in a zip file
1725869568850.png
2. How to create a kex file? I watched a video on youtube and managed to export a png file as a .tga format. Somehow RF automatically detected that file and now it is using it as a texture file. It looks bad and transparent. How to fix that? I have access to blender, so would appreciate any steps that I can follow or a free white texture file that I can create for my model. If someone can create a texture file, that would also be great!
1725870073720.png

3. How to create an RFX file? I am only able to create a fbx file and it doesn't have any texture data (kex, tga?) linked to it. What's the easiest way to do that?

Files attached in a zip: kex and fbx file of the model I am working on, rfx file of the reference file

TIA
 

Attachments

  • files_RF1.zip
    33.6 MB · Views: 2
You will find the kex file in your documents/realflight evolution/vehicles/custom models folder.

To make an RFX file simply export the model out of RFE, and the file will be saved in Documents/realflight evolution/RFX folder.

A good tutorial for RF editor.
 
Looks like flipped polys on the fuselage, check for poly face normals.
A polygon face that is flipped usually shows as a dark red (see pic) and that poly will appear to be transparent.
A single poly is opaque on one side (front) and transparent on the other side (back)
The wing spars have open ends that need to be capped. (highlighted with green line). So you can see into the inside of the spar through the open mesh and you can see the back of the polys that are inside the spar, which now appear transparent.Flipped Polys.jpgOpen mesh.jpg
 
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Looks like flipped polys on the fuselage, check for poly face normals.
A polygon face that is flipped usually shows as a dark red (see pic) and that poly will appear to be transparent.
A single poly is opaque on one side (front) and transparent on the other side (back)
The wing spars have open ends that need to be capped. (highlighted with green line). So you can see into the inside of the spar through the open mesh and you can see the back of the polys that are inside the spar, which now appear transparent.View attachment 140715View attachment 140716
Apologies for the late response and thanks a ton for pointing in the correct direction! Really appreciate that!

Those who are using Blender and facing similar issue and figuring things out like me-
top right corner "Viewport overlays > select face orientation" This should show red and blue colours on the model.

As @asj5547 mentioned, If any outer parts are highlighted in red that means it is showing the insides of the model. All of it should be in blue. You can check the colour of the inside mesh(? not sure if it is the right term) by zooming into any part and it'll be highlighted in red.

Press Tab to go into "Edit mode" and press A to select all the mesh
Press alt + N and select "flip". Press alt + N again and then select "recalculate outside"
This should solve the transparency issue.
 
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