| Welcome, Guest |
You have to register before you can post on our site.
|
| Forum Statistics |
» Members: 5,423
» Latest member: Andrei
» Forum threads: 6,246
» Forum posts: 52,228
Full Statistics
|
| Online Users |
There are currently 294 online users. » 1 Member(s) | 290 Guest(s) Baidu, Bing, Google, Orion Pobursky
|
|
|
| LDCad 1.6a GUI from LUA |
|
Posted by: Jarema - 2018-03-12, 8:25 - Forum: LDraw Editors and Viewers
- Replies (5)
|
 |
I discover, that I can use: - ldc.dialog.runMessage
- ldc.dialog.runChoice
- ldc.dialog.runInput
The question is:
- How create multiple-choice dialog box ?
- Did LCad have included IupLua or other support for build interface inside LUA script ?
- Can I build dialog window, as show on the picture:
|
|
|
| LDCad 1.6b (win+linux) |
|
Posted by: Roland Melkert - 2018-03-10, 23:03 - Forum: LDraw Editors and Viewers
- Replies (24)
|
 |
I, finally, released 1.6b
It contains mostly bugfixes and tweaks and some minor changes/additions, including:
- Fixed numerous scripting issues.
- Fixed some (mostly minor) editing issues.
- Improved part bin search.
- Extensive POV-Ray export tweaking, I mostly tried to improve transparency in mixed color parts and the handling of textured parts.
- Duplo and electrical part bin sections.
- Snapping/mirroring info for commonly used parts in the 1701 and 1801 libraries.
- Some new/tweaked templates based upon 1701/1801 parts.
Hopefully this will be the last 1.x version as I want to concentrate on 2.0 exclusively from now on, unless a very severe bug/problem is uncovered.
The Linux version is still compiled on Debian 7.5 as I didn't think it would be very useful to setup 32 and 64 bit 8.1 environments. This is very time consuming, so I prefer to do that only if people having problems with these versions on more recent distro's. Please Let me know if so. I did however fully updated the 7.5 environments.
Enjoy:
http://www.melkert.net/LDCad/download
|
|
|
| put the linux make-list bash script in complete.zip |
|
Posted by: Don Heyse - 2018-03-10, 16:03 - Forum: General LDraw.org Discussion
- No Replies
|
 |
I decided to spend a few minutes today with ldraw to see how fantastic all the latest stuff is. Since I tend to use linux these days I started with the linux getting started instructions. Almost right away I hit a small snag. The link to make-list didn't work. Instead I got a 404 error. But oddly, once I'd navigated there manually from the github project page the link from the ldraw wiki did work. However that got me thinking. The complete.zip file contains an ancient Windows mklink.exe executable and a small zip file with the C source code. Why not also include the make-link bash script inside the complete.zip file? It's tiny, so space is not an issue, and it would solve the problem with unreliable links on the internet.
|
|
|
| using looks_like command in pov-ray |
|
Posted by: Joscha - 2018-03-06, 17:24 - Forum: Rendering Techniques
- No Replies
|
 |
Hi
since a few days I try to figure out how to create a kind of 'light bar' in pov-ray. I mean a for example a 1x4 plate which seems to emit light from its surface like shown in the pov tutorial with the command looks_like.
I started with a smal example:
![[Image: light_test2_03area_light_on_spot_off.png]](https://bricksafe.com/files/Joscha/sandbox/light_test2_03area_light_on_spot_off.png)
I used a transparent brick (LDXColor79) and an area light with 4 light in a row placed exactly on the surface of the transparent brick.
What I do not like in the result is that the brick does not seem to emit light. I would like to have just a plain white surface.
Then I changed the colour of the plate to white:
![[Image: light_test2_04area_light_on_white.png]](https://bricksafe.com/files/Joscha/sandbox/light_test2_04area_light_on_white.png)
Here I had to move the area light slightly above the surface in order not to get blocked. But this is still not the look I wanted. Therefore pov-ray has the looks-like command.
If I try to use the looks-like command in the light source definition I have to point to an object name, i.e. the name of the brick. I searched the line in the pov-script where the object is defined...
Quote:// Author: LDraw
object {
lg_3710
matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
LDXSeamMatrix(80, 12, 20, 0, 2, 0)
matrix <1,0,0,0,1,0,0,0,1,0,-32,0>
#if (version >= 3.1) material #else texture #end { LDXColor15 }
}
and added:
Quote:#declare lightbar = object {
lg_3710
matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
LDXSeamMatrix(80, 12, 20, 0, 2, 0)
matrix <1,0,0,0,1,0,0,0,1,0,-32,0>
#if (version >= 3.1) material #else texture #end { LDXColor15 }
}
The result after this step is already that the plate is missing.
I tried to draw a box with the box command instead, but if I try to declare it to give it a name to be refered to with the looks_like command, the box disappears (like above the lego plate). Just using the light w/o looks_like brings this:
![[Image: light_test2_05area_light_on_box.png]](https://bricksafe.com/files/Joscha/sandbox/light_test2_05area_light_on_box.png)
It looks already similar to the resulty I have seen in the pov tutorials applying the looks-like command.
But then my questions are, is there a difference between the above image (looks_like not applied) and an image with the looks_like command applied? And how to use it in the code?
Regards
Joscha
|
|
|
|