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| LDView povray export |
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Posted by: Michael Horvath - 2019-06-20, 6:47 - Forum: LDraw File Processing and Conversion
- Replies (18)
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Here are some things I suggest for LDView's povray export. They all make things easier when using an external file to set variables, which I do often. I.e. I will create a "wrapper" file that is used in common by several scenes.
1. Precede all variable declarations with #IFNDEF. For instance:
Change this
Code: #declare LDXQual = 3;
To this
Code: #ifndef (LDXQual) #declare LDXQual = 3; #end
2. Check the variable's value when disabling lights and camera. For instance:
Change this
Code: // Camera
#ifndef (LDXSkipCamera)
camera {
#declare LDXCamAspect = image_width/image_height;
location LDXCameraLoc
sky LDXCameraSky
right LDXCamAspect * < -1,0,0 >
look_at LDXCameraLookAt
angle 77.011589
}
#end
To this
Code: // Camera
#ifndef (LDXSkipCamera) #declare LDXSkipCamera = false; #end
#if (LDXSkipCamera = false)
camera {
#declare LDXCamAspect = image_width/image_height;
location LDXCameraLoc
sky LDXCameraSky
right LDXCamAspect * < -1,0,0 >
look_at LDXCameraLookAt
angle 77.011589
}
#end
3. Create a variable to enable/disable the background. For instance:
Code: #if (LDXShowBackground = true) background { color rgb <LDXBgR,LDXBgG,LDXBgB> } #end
4. Lastly, if you could do the camera calculations inside the POV file instead of "hardcoding" the values, that would be great. For instance, start with latitude, longitude and radius to generate the camera location; then translate the camera based on the center of the bounding box. (I'm not 100% sure exactly what LDView does to output the camera.)
Thank you!!
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| 0 BFC NOCLIP |
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Posted by: Steffen - 2019-06-19, 23:56 - Forum: Parts Authoring
- Replies (19)
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I just stumbled over files on the PT containing
0 BFC NOCLIP
...
0 BFC CLIP
sections, for example
https://www.ldraw.org/cgi-bin/ptdetail.c...02ap03.dat
I think we need to decide if those sections shall be
* kept or
* removed.
They usually enclose the patterned areas of a part.
I think the reason why they were added (probably long time ago) was
that somebody thought "hmm. these patterns could be visible from behind
when the part itself is being used in a transparent color".
However, that reasoning is based on a wrong assumption I think.
Maybe the tools of older times needed such statements, but today, these lines are not necessary.
Especially it makes no sense to just include the pattern by those lines.
If the argumentation towards having these lines would be correct, then the whole part
would need to be BFC NOCLIP.
But as said, the reasoning behind the addition of these lines is probably wrong I think:
As soon as a part is using transparent portions, these portions allow to see other surfaces "from behind".
It does not matter whether those other surfaces are colored (patterns) or color 16.
Therefore, 3D rendering software anyway must have an implementation for dealing with that problem.
Usually its solution will be to simply turn off BFC at all for parts that contain transparent portions.
That would be the only way to get a correct rendering for all such parts as a general solution.
Therefore it is not necessary that such parts individually and additionally enclose some of their implementation by
0 BFC NOCLIP.
Doing that is a kind of "poor man's solution" to the overall 3D rendering problem just described.
And most of the current files on the PT incompletely solve that problem,
because they do not include their color 16 surfaces in that section.
It follows:
these sections should be removed I think.
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| Access |
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Posted by: Stefan Weinert - 2019-06-18, 19:12 - Forum: Help
- Replies (1)
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Hello guys,
I've been a member here for about two weeks now and still can't access my private messages. Can you help me?
Best regards
Stefan
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| LDraw-based addons for free games (SuperTuxKart, YSFlight, etc.) |
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Posted by: Eugen - 2019-06-18, 1:52 - Forum: LDraw File Processing and Conversion
- Replies (2)
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There are many LEGO-based games:
On June 13, 2019 Playground Games released "Lego Speed Champions" expansion for "Forza Horizon 4"
![[Image: fh4-lego-render-1.jpeg?itok=isYRhcX7]](https://www.windowscentral.com/sites/wpcentral.com/files/styles/large/public/field/image/2019/06/fh4-lego-render-1.jpeg?itok=isYRhcX7)
What you think about creating LDraw-based addons for free games? 
For example, I could recommend create LDraw-based (using free MOCs, without official LEGO sets or any copyrighted MOCs) addons for next free games (or recommend other):- SuperTuxKart - free & open-source cross-platform 3D racing game (for Linux, Windows, Mac OS, Android and other)
- YSFlight - freeware 3D flight simulator, but not limited to flight simulation only (for Linux, Windows and Mac OS)
As for SuperTuxKart 0.6 there was LEGO-like addon:
Also there was Tente3D-like addon for SuperTuxKart:
Addons for SuperTuxKart and YSFlight could be created using Blender (with some Blender addons). And LDraw parts/models could be imported to Blender, so Blender is recommended for such LDraw-based game addons creating.
There should be few categories for game addons:- Scene - city, landscape (for example, reuse "Datsville" project);
- Vehicles - aircrafts, cars, vessels (controlled by gamer);
- Ground objects - buildings, trees, other objects (non-controlled by gamer);
- Characters - minifigs (gamer avatars; optional)
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