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  Calculating rings
Posted by: Willy Tschager - 2020-06-10, 7:04 - Forum: Parts Authoring - Replies (4)

My usual approach placing rings is trail'n'error. I wonder if there is a mathematical way or even a tool which does it for me? I have these cylo:

1 1 50 -37 -10 43.75 0 0 0 0 -43.75 0 10 0 48\2-4cylo.dat
1 1 50 -37 -10 40 0 0 0 0 -40 0 3.125 0 48\2-4cylo.dat
1 1 50 -37 -3.125 40 0 0 0 0 -40 0 3.125 0 48\2-4cylo.dat


and need the external ring.

1 1 50 -37 -3.125 4 0 0 0 0 -4 0 3.125 0 48\1-4rin10.dat

is too large cos the distance is not 4 but 3.75. So ...

w.

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  Super Heroes sets
Posted by: Marc Giraudet - 2020-06-06, 14:00 - Forum: Official Models - Replies (7)

Super Heroes sets

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  Rendering problem of part 28192 on Studio rendere
Posted by: Gaelle Vincent - 2020-06-06, 12:00 - Forum: Rendering Techniques - Replies (3)

Hello everyone,
I'm new here and this is my first post so i hope this is at the right place Smile I've scrolled the forum (it's dense, i have a lot of reading to do !) before writing this.
There's a lot of technical stuff here and i hope i will understand the answer because i'm not highly qualified in this field Big Grin

Here is something i have noticed lately with the Studio renderer : i used the slope 28192 in my model and when i wanted to get a photo render i imported my mpd file in studio. It was ok, except for the 28192 part which was sitting above its correct position, and in a 90° angle. It was positionned differently than in my model in all three directions indeed.

I got it right by going back in my model and modifying the position of the part with the same translation (that is putting it lower and -90°).

Wondering why it is doing this ?
and if other parts are affected and then it could eventually make Studio renderer difficult to use ? Is it something this community can dosomething about or you would simply recommand i use another renderer ?

Thanks,
Gaelle

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  LEGO Dimensions
Posted by: Evert-Jan Boer - 2020-06-05, 19:59 - Forum: Official Models - Replies (67)

Trying to pick up on some patterns I did some time ago and new ones for several dimension sets, first one the base set

71200 - LEGO Dimensions Starter Pack

[Image: 71200-B.png]

LDR: 
.mpd   71200 - LEGO Dimensions Starter Pack - B.mpd (Size: 219.87 KB / Downloads: 29)
Not fully OMR compliant, only the stickers have been added to the file. Other unofficial parts are on the tracker.


71253 - Story Pack - Fantastic Beasts and Where to Find Them

[Image: 71253.png]

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Thumbs Up please help find a part number?
Posted by: John Antkowiak - 2020-06-04, 9:03 - Forum: Part Requests - Replies (2)

Hi. I am new to this aspect of the Lego hobby, although I have become familiar with MLCAD. I can't seem to find a part in its latest library, and I also can't find it on BrickLink. It is the companion piece for forklift part 4518a, necessary to attach the forklift to anything. It's apparently a 1x2 hinge plate. Has this part been modeled? If not, will any other part do in my MLCAD project? I'm using the forklift rails in an unconventional way; i.e. I'm not building a forklift. Any assistance is greatly appreciated Smile

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  Tile 1 x 2 with US Flag
Posted by: Orion Pobursky - 2020-06-04, 4:13 - Forum: Part Requests - Replies (3)

Since I can't get set 21054 here in North America until July 1st, I'd love if one of the "Rest of the World" folks would take me a high quality photo or scan of this part:
https://rebrickable.com/parts/3069bpr028...lag-print/

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  Model angle problem
Posted by: ragnarok - 2020-06-03, 3:43 - Forum: LDraw Editors and Viewers - No Replies

I drew a propeller model, because it's a three blade propeller, so the center of the model is no longer the center of the propeller. Can I rotate a certain angle in stl2dat? What should I do?

[Image: dd.png]

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  Texmap render issues on PT
Posted by: Alex Taylor - 2020-06-02, 15:54 - Forum: Website Suggestions/Requests/Discussion - Replies (17)

Glitches in both the image preview and the 3D render of https://www.ldraw.org/cgi-bin/ptdetail.c...092p01.dat


The preview shows thick yellowish lines around the edges of the texture images, and also has some odd vertical lines visible in the pits:
   

The 3D render is missing some textures entirely, and has distorted many of the others:
   

The above seems fairly consistent - I've forced a reload of the page, and tried in both Firefox and Edge, and I get the same results.

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  LDraw.org Part Numbering Draft
Posted by: Orion Pobursky - 2020-06-01, 22:52 - Forum: Official File Specifications/Standards - Replies (9)

The draft of the Official Part Numbering Spec is done can can be found here:
https://www.ldraw.org/part-number-spec.html

This is a reorganized and reformatted version of this:
https://www.ldraw.org/library/tracker/ref/numberfaq/

Please read it over and make comments. I'm sure there are errors and clarifications that need to be made before I send it to the LSB for ratification. 

Note:
This doc is intended to be used in conjunction with:
https://www.ldraw.org/hidden-content/dra...brary.html
These rules would make that document too long and unwieldy.

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  Lego Description Language (LDL)
Posted by: SNIPE - 2020-06-01, 20:31 - Forum: General LDraw.org Discussion - Replies (4)

Hi,

Today, I'd like to share a project I've been working on for a few years.

It is the idea of being able to describe lego models without the use of physical or digital lego, and in a way that is:

  • Very close to English and not too unintuitive
  • Has fast development time
  • Is cross platform and highly accessable
  • Is powerful enough to represent any possible combination of LEGO parts or building techniques
  • Capable of being translated by a computer into a digital model (though this goal was originally part of a seperate "lego programming language" project)
  • Flexable parts, hinges, etc are also possible
  • Still makes the user learn about lego techniques
  • Can be converted into native LDRAW script
After a few failed ideas I think I have got a good solution but the clever thing about it is that it takes what is good about low level languages and what is good about high level languages and combines them in a harmonious way.

It works by just having the bare minimum amount of information to build a lego model:
Part type, Part ID, Primative type, Primative ID

These are simply macros for certain paramaters in an ldraw script, that's it!. Let's take a few examples:

Code:
3005 B1 c1 = 3005 B2 s1
/* place  clutch1 of BRICK1 of type 3005 onto stud1 of BRICK2 of type 3005 */
32316 L1 ph1 = 2780 PI1 pi1
/* place pinhole1 of LIFTARM1 of type 32316 onto pin1 of PIN1 of type 4274 */
/* Now what if we want to attach these two assemblies together? easy: */
3024 PL1 c1 = PIN1 c1
PL1 s1 = B2 C1
/* place clutch1 of PLATE1 of type 3024 onto clutch1 of PIN1.
   place stud1 of PLATE1 onto clutch1 of BRICK2 */

This syntax also means you can create helper assemblies in order to position more complex parts then simply DEL(ete) the helper assemblies, which after all is what you do in ldd/ldcad anyhow therefore SNOT and advanced building tequniques are possible including the ability to flex certain types of parts. So the syntax has been tried and tested and can stand up to huge and or complex models.

There are a few syntax shortcuts so far such as part/primative ranges or lists (3003 B1:B50 c1) (3005 B2 c1,c2,c3,c4,), exact part positioning co-cordinates (B2 <25,87,53>) and the IDE will also help you by having tools which leads me onto the bit where I need help from the LDRAW community: building the compiler/IDE:

The idea (assuming you are not just typing into notepad) is to have a C program read the LDL syntax and parse it into native LDRAW script but also display the digital model in real time, as you type, in a graphical output window.

This post is already kinda long so feel free to ask about the full syntax, the IDE, or the compiler, or anything else more below.

Regards, Snipe

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