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| Latest Threads |
[Solved] Part 7944
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what should or shouldnt b...
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Please add Cat, Large (Li...
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Missing Adventurers Brick...
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Stickers from 6000 - LEGO...
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| Help a noob start designing elements |
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Posted by: Giorgos Solomonidis - 2016-12-06, 19:10 - Forum: Help Wanted
- Replies (1)
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As title says guys, I use mlcad το create my digital models, and povray to render them, and from time to time I ask your help to design a new element thats not in the database yet (and you helped me everytime I asked)
Thing is I want to start designing .dat files for my own custom elements.
Can you point me where/what to read? and a basic workflow? which programs I should use in order to achieve this?
Thanks a lot
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| TEXMAP searchorder |
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Posted by: Roland Melkert - 2016-12-04, 20:59 - Forum: Official File Specifications/Standards
- Replies (3)
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I'm a bit unclear on the texmap search order, working with the 10054p01 helmet Philo made a long time ago I noticed it failed loading as it couldn't find the png's.
I fixed the issue by coping the png's and adding it to LDCad's buglist.
I'm now addressing the bug, but I'm wondering if it's a bug at all, it concerns this file structure:
Code: Helmet\10054p01m.dat
Helmet\s\10054s05m.dat
Helmet\textures\10054s05a.png
10054p01m.dat references "s\10054s05m.dat" which references "10054s05a.png"
LDCad currently looks for the png in these places
Code: Helmet\s\textures\10054s05a.png
Helmet\s\10054s05a.png
<ldraw>\parts\textures\10054s05a.png
<ldraw>\parts\10054s05a.png
<ldraw>\p\textures\10054s05a.png
<ldraw>\p\10054s05a.png
The spec doesn't mention it should also look in the parent's textures folder, LDView seems to do so though.
I think the png's, in this case, should be located in "Helmet\s\textures\" instead of "Helmet\textures\"
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| Wondering about FOV |
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Posted by: Roland Melkert - 2016-12-02, 19:56 - Forum: LDraw Editors and Viewers
- Replies (3)
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Width all the POV-Ray exports I'm doing lately I'm wondering about the field of view angle.
Mainly because I changed it to 45 degrees sometime ago and forgot all about it, so when using a clean setup I noticed something weird about the renderings in LDCad, this of-course is the default 75 degree FOV it uses out of the box 
So now I'm wondering to change that default to 45 or not.
I also experimented with a simple macro script to help calculate a realistic FOV angle.
Code: function runFOVCalc()
local w=tonumber(ldc.dialog.runInput('Width (e.g. in centimeters) of the editing area.'))
local d=tonumber(ldc.dialog.runInput('Distance (using the same unit as width) between your screen and eyes.'))
local angle=math.ceil(2*math.deg(math.atan(0.5*w/d)))
ldc.dialog.runMessage('The optimal FOV angle is about: '..angle)
end
This gives 38 degrees for my setup (36 cm editing area width excluding the bins and source windows left/right from it, at a distance of 53 cm) which seems low.
I'm I missing something here?
Anyone has some more insights on this
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