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[LDPartEditor] 0.8.25 Beta Released (64bit only / usability / bugfix) |
Posted by: Nils Schmidt - 2016-09-27, 22:12 - Forum: Parts Author Tools
- Replies (49)
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Hey,
here is version 0.8.25 with 8 bug fixes and <3 enhancements!
Unfortunately, I have to drop the 32bit support for a moment.
Currently, I implement a new render path and I write some content for the wiki/manual.
The last build failed on Windows XP (32-bit) and I had no time to track down the issues, yet.
But yeah... I want to keep the release train rolling
As always, you can download LDPE from this page:
http://nilsschmidt1337.github.io/ldparteditor/
Changelog:
(3 new features and 8 bug fixes)
With this release you will be able to...
- ...double click on a decimal number to select the whole value, including integer part, decimal part, decimal separator and minus sign if any (Text Editor).
- ...see that all three coordinates are unchecked when the coordinate dialog opens. The coordinates where you type in a value will become active (3D Editor, Merge/Split -> Set X/Y/Z).
- ...benefit a little from a faster draw method for lines and condlines.
The following critical issues were fixed:
- Flipper: Condlines were "not recalculated" so their control points were wrong after flipping.
- The calculation for quad (and triangle) collinearity detection was wrong
- Last added elements were not saved (3D Editor).
- Wrong winding colour in some rare cases (CW: clockwise winding only)
- Merge/Split -> Set X/Y/Z did not work sometimes
- A ConcurrentModificationException occured in the process which hides condline control points
- A ConcurrentModificationException occured during normal calculation for the LDraw Standard Mode
- There were non-threadsafe method calls within the logger class.
What will the next release 0.8.26 deliver? Bug fixes, more header validation features, usability improvements and maybe a new fast render path (I don't know how much time it will need)...
The program was tested intensively with "real world" files.
However, it is still a beta version and something can go wrong in about 100.000 lines of code.
Make sure that you choose the right architecture for your OS and Java Virtual Machine (JVM) (64bit or 32bit).
A short guide how to check if a 64bit JVM is installed on your system is located at the bottom of this message.
- Download the zip-Archive
- Extract the archive content to the location of your choice
- On windows, double-click "run.bat" to start LDPE.
- On linux, you have to excecute the shell script "run.sh" to start LDPE.
Please note that this software is in the beta stage. Although, LDPE 0.8.25 was tested, there are already known issues for this release. There is a potential risk of data loss.
You can search for updates if you do the following steps:
- On windows, double-click "update.bat" to search for updates.
- On linux, you have to excecute the shell script "update.sh".
I listen carefully to your requests and possible complaints. Please leave me a message, with your thoughts and wishes to further improve the software.
LDPE is a 3D CAD application: The overall system requirements are higher. While I recommend to use a powerful 64-bit multicore system, it could be possible, to run LDPE on older machines as well.
System Requirements:
Minimum System Requirements:
- 64-bit Java Runtime Environment (JRE) 1.8
- OpenGL 2.1 compatible Graphics Card
- Operating System (64-bit): Windows [7 or newer], Linux [e.g. Ubuntu Linux >=14.4]
- CPU: Multicore-Processor e.g. Intel Core 2 Duo or AMD Athlon II (>2.0Ghz)
- RAM: 4GB
- Video-Memory: 1 GB
- Free Disk Space: 100 MB
Recommended Requirements:
- Operating System (64bit): Windows 7,8,10, Linux [e.g. Ubuntu Linux >=14.4]
- OpenGL 3.3 compatible Graphics Card
- CPU: Multicore-Processor with 4 cores (or more)
- RAM: >4 GB
- Video-Memory: >1 GB
- Free Disk Space: 512 MB
- For a faster start, LDPartEditor and the LDraw™ library should be installed on a SSD.
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How to check your JVM version (32- or 64-bit):
--------------------------------------------------------------------------------
You can try on the command line:
If it's not a 64-bit version, you'll get a message that looks like:
This Java instance does not support a 64-bit JVM. Please install the desired version.
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Licenses |
Posted by: Michael Horvath - 2016-09-26, 14:22 - Forum: MOCs (My Own Creations)
- No Replies
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What is the best way to add a "Public Domain" or "CC BY-SA" license to a MOC?
I've been adding this for the latter:
Code: 0 !LICENSE Redistributable under CC BY-SA version 3.0 : see https://creativecommons.org/licenses/by-sa/3.0/
Not sure how to do public domain, though.
Thanks.
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HTML gallery |
Posted by: Michael Horvath - 2016-09-26, 6:26 - Forum: LDraw File Processing and Conversion
- No Replies
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Is there a tool I can use to generate an HTML gallery of my models? I want to be able to extract author, title, etc. information for each mode, as well as generate a thumbnail image.
What is a good workflow for accomplishing this?
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Datsville bottom and top layers |
Posted by: Michael Horvath - 2016-09-24, 21:06 - Forum: MOCs (My Own Creations)
- No Replies
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Currently, Datsville is split into city blocks. Each block is then split into top and bottom layers. The bottom layer has grass, driveways and other stuff you walk on. The top layer has buildings, trees and other stuff that is above the ground.
I did this because when converting Datsville into 2D video game sprites, you need this separation of layers or else your player character will walk over walls and underneath driveways, for instance.
The problem is that editing the blocks becomes a chore, since you can't edit all the layers at the same time. They are stored in separate files.
Is there an alternate way of using the concept of "layers" that I'm missing? Something in the LDraw specs I'm not aware of?
Thanks!
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Lg_Color #40 defs |
Posted by: Tom Burger - 2016-09-23, 0:34 - Forum: Rendering Techniques
- No Replies
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i have been working for years, even back then when i was still rendering under the grapeape name on brickshelf
heres my latest work on one of the hardest colors to get right in my opinion.
// 40
#declare lg_clear_brown = texture {
// pigment { rgbft <25/255, 24/255, 20/255, .9, .1>
// /\ darker 10%
// pigment { rgbft <51/255, 49/255, 42/255, .9, .3>
// /\ darker 20%
// pigment { rgbft <53/255, 50/255, 38/255, .9, .3>
// /\ photo color match
pigment { rgbft <99/255, 95/255, 82/255, .9, .85>
// /\ original color 39% bright 9/2016
#if (lg_quality > 1)
filter 0.8
#end
}
finish { lg_transparent_finish }
}
heres one of my latest renders with the smoke color.
http://www.brickshelf.com/gallery/GrapeA...m3222a.png
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