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  LEGO Bricks in the Making
Posted by: Steffen - 2018-02-22, 0:05 - Forum: Off-Topic - Replies (5)

The LEGO Group:
LEGO Bricks in the Making

https://www.youtube.com/watch?v=C3oiy9eekzk

an official documentation about factories and moulding  Blush

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  How to use stickers?
Posted by: Alberto - 2018-02-20, 20:24 - Forum: General LDraw.org Discussion - No Replies

Hi there!
  I found these stickers under review: http://www.ldraw.org/cgi-bin/ptdetail.cg...94325a.dat

I'd like to use them, but when I load them in LeoCAD, all I see is a few weird yellow structures, definitely not stickers. :-)

Can please somebody explain how to add stickers to my model?

TIA,
  Alberto

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  Instant Email Notification doesn't work
Posted by: Johann Eisner - 2018-02-19, 19:14 - Forum: Help - Replies (3)

Hi
As the headline says, the instant email notification does not work for me. What can this be?

Regards Johann

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  Classic Space
Posted by: Steffen - 2018-02-18, 21:48 - Forum: Official Models - Replies (94)

[Image: 3939p91.png]

Classic Space Thread

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  Brick 1x4 with clips / disk shooter
Posted by: Merlijn Wissink - 2018-02-18, 21:28 - Forum: Part Requests - Replies (5)

Hey all,
I need part 16968  for a project. If anyone would like to make it that would be much appreciated. I don't have the part myself so I can't make any photos, but the part is available in LDD so I guess there's no need for photos.

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  LDCad POVray export
Posted by: Michael Horvath - 2018-02-17, 21:47 - Forum: LDraw File Processing and Conversion - Replies (15)

A couple of observations.

1. slope bricks are not bumpy/grainy like they should be

2. at the POV-Ray newsgroups we came up with some code to add blurred reflections to models:

Code:
// this methoid is slower
#macro BlurredReflectionMicroNormals(InPigment, InFinish, InNormal, BlurAmount, BlurSamples)
//    texture
//    {
        average
        texture_map
        {
            #declare iCount = 0;
            #declare S = seed(0);
            #while (iCount < BlurSamples)
                [
                    1 // The pigment of the object:
                    pigment { InPigment }
                    // The surface finish:
                    finish { InFinish }
                    // This is the actual trick:
                    normal
                    {
                        average
                        normal_map
                        {
                            [1 bumps BlurAmount translate <rand(S),rand(S),rand(S)>*100 scale 0.001]
                            [1 InNormal]
                        }
                    }
                ]
                #declare iCount = iCount + 1;
            #end
        }
//    }
#end



// this method is faster, but requires a focal blur and/or extra antialiasing to smooth out the pixelation
#macro BlurredReflectionSingleNormals(InPigment, InFinish, InNormal, BlurAmount)
//    texture
//    {
        pigment { InPigment }
        finish { InFinish }
        normal { InNormal }
        normal {bumps BlurAmount scale 0.001}
//    }
#end



#if (Use_BlurRef = true)
    #ifndef (Use_BlurAmt) #declare Use_BlurAmt = 0.05; #end                // amount of surface reflection blurring
    #macro ldrawBuildTex(basePigment, baseNormal, baseFinish, pngIdx)
        #if (pngIdx<0)
            BlurredReflectionSingleNormals(basePigment, baseFinish, baseNormal, Use_BlurAmt)
        #else
            texture
            {
                pigment
                {
                    uv_mapping
                    image_map
                    {
                        png getPngName(pngIdx)
                        getPngMapType(pngIdx)
                        interpolate 2
                    }
                    getPngWarp(pngIdx)
                }
            }
            texture
            {
                BlurredReflectionSingleNormals(basePigment, baseFinish, baseNormal, Use_BlurAmt)
            }
        #end
    #end
#else
    #macro ldrawBuildTex(basePigment, baseNormal, baseFinish, pngIdx)
        #if (pngIdx<0)
            pigment { basePigment }
            normal { baseNormal }
            finish { baseFinish }
        #else
            #local texPigment= pigment
            {
                uv_mapping
                image_map
                {
                    png getPngName(pngIdx)
                    getPngMapType(pngIdx)
                    interpolate 2
                }
                getPngWarp(pngIdx)
            }
            #local result = texture
            {
                pigment { basePigment }
                normal { baseNormal }
                finish { baseFinish }
            }
            texture
            {
                pigment { texPigment }
            }
            result
        #end
    #end
#end

Unfortunately, there's no way to differentiate between ABS (solid) and Polycarbonate (clear) plastics. Could you add another column to the `ldColor` array for the `BlurAmount` value, in addition to `ior`? It would be great.

See also:

https://www.eurobricks.com/forum/index.p...e-realism/
http://news.povray.org/povray.binaries.i...ay.org%3E/


Thanks!

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  MLCad 3.50 is available
Posted by: Steffen - 2018-02-17, 9:23 - Forum: LDraw Editors and Viewers - Replies (31)

https://www.lm-software.com/mlcad/MLCad_V3.50.zip

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  Voltage in electric part descriptions
Posted by: Roland Melkert - 2018-02-16, 20:05 - Forum: Parts Tracker Discussion - Replies (2)

Hello all,

Philo and I have been discussing filtering of the electronic parts into their systems/voltages so builders can easily find certain parts when working with e.g. the old 9v RCX stuff.

Problem is many parts don't even mention which voltage they use.

So my suggestion is to modify the description of electric parts missing this.

E.g. taking parts like "u9005c01.dat" which currently uses:
"Electric Switch: Remote Control for Train Crossing"
and change it to:
Electric Switch 12v: Remote Control for Train Crossing

making it clear it s part of the old 12v trainsystem.

Using the voltage as a system name is only needed when there is no 'real' name so the e.g. power function stuff can stay as it is (new 9v system).

Alternative would be to mention the voltage as a keyword but I don't think any part uses that at the moment so it would cause more changes if we want it uniform.

Also no review process would be needed for just a description change as far I understand the current procedures.

Thoughts?

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  LPub3D 2.1
Posted by: Kevin Williams - 2018-02-16, 0:45 - Forum: LDraw File Processing and Conversion - Replies (18)

UPDATE:  I've been working with Trevor this weekend, and he has a release coming which has addressed all the issues I encountered with the initial release of version 2.1.  It should be available shortly after Sourceforge resolves some issues related to their recent move to a new data center.


Has anyone updated to LPub3D 2.1 yet?  I tried to do it today and ran into several problems.  I was trying to upgrade from 2.0.20 under Windows 7.

1.  During installation, the uninstall of 2.0.20 failed.  I manually uninstalled 2.0.20 using the Windows Control Panel and tried again.  This time the install was successful.
2.  Rendering with LDGLite did not work well at all.  LDGLite kept crashing and I ended up with many parts and assemblies not showing up.  Rendering with LDView seemed to be working.
3.  When configuring the rendering options, it told me the binary for POV-Ray 3.7 was invalid and wouldn't accept my selection.
4.  LPub3D did not appear to be writing any log files that I could use to diagnose problems.

I restarted LPub3D several times and rebooted my system twice but could not get it working.

I was able to download and re-install 2.0.20 without incident, and it seems to be working like it did before the attempted upgrade.

Kevin

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  Part steaming with aluminium
Posted by: Johann Eisner - 2018-02-15, 18:59 - Forum: Off-Topic - No Replies

Hi

Does anyone know companies the Lego parts with aluminum steaming and in small series.
I have already requested two companies but the steaming only from 300 up to 1000 pieces minimum.
Is something a lot.

Regards Johann

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