I'm going to add some clarification to the sticker numbering section of the Part Number Spec to state that if the stickers are numbered on the sheet then the corresponding letter (e.g. 1 = a, 2= b) should be used as the letter suffix. I don't think this constitutes a material and, therefore, votable change but we can vote if either of you would like.
Is there a way for replacing bricks? I know it's possible to do that in notepad if one opens ldr file (replace NNNN.dat for NNNN2.dat), but it's such thing possible in LDCad?
I'm a longtime LDD user who, three days ago, switched to Bricklink Studio after a long break. Since then, I've been going through and attempting to build every single official LEGO Star Wars model, in order of release.
I'm nearing the end of the 1999 sets and I'm noticing an increasing number of parts that cannot be imported into Studio. Many can be replaced with a near-identical part, but there are three that I feel could benefit from being fully recreated and, hopefully, added to Studio in some way, shape, or form. These parts are as follows:
FROM 7151 (Sith Infiltrator)
- 30366px3 (Windscreen 3 x 6 x 5 Bubble with Sith Infiltrator Pattern)
- 3037px2 (Slope 45 2 x 4 with Dark Gray and Black Lines Pattern)
FROM 7171 (Mos Espa Podrace)
- sw0980 (Sebulba)
I should note that sw0980 isn't catalogued on Bricklink as a part because it's a one-piece minifigure. I don't know if that bars it from being made available for importing into studio, but I included it here just in case it can be added.
I don't know if it helps, but I attached what I could find in the Bricklink catalogue to represent these missing parts.
Please let me know if I can help in any other way, or if any of these parts are available but I overlooked them.
I didn't see such feature in documentation: Is there a way to show number of polygons/triangles needed to render current loaded model/part in LDCad? I use 1.6d version.
...create all intersection points between lines and surfaces in a selection (Ctrl+Click on "Calculate Line Intersection Points").
...use drag and drop to open a file on the 3D Editor and open it on the Text Editor, too.
...use the shortkey Shift+L for C2L and Shift+C for L2C.
...scale "empty" subfiles in X or Z directions without a warning.
...enable anti-aliasing on all plattforms ("Tools...->Anti-Aliasing", works on Windows, Linux, Mac OS X)
The program was tested intensively with "real world" files.
However, it is still a beta version and something can go wrong in about 140.000 lines of code.
Installation on Windows:
Download and extract LDPartEditor_win32_x64.zip
Run LDPartEditor-1.8.56.msi
Start LDPartEditor from the start menu
Installation on Linux:
Download and extract LDPartEditor_linux_x64.zip
Install ldparteditor_1.8.56-1_amd64.deb
Start LDPartEditor from the menu or via launcher
Installation on Mac OS X:
Download and extract LDPartEditor_mac_x64.zip
Mount LDPartEditor-1.8.56.dmg
Drag LDPartEditor.app to the Applications folder
Copy ldparteditor.sh to your home folder
4a. Open a Terminal.app and run ./ldparteditor.sh
4b. Or open a Terminal.app and run /Applications/LDPartEditor.app/Contents/MacOS/LDPartEditor
Please note that this software is in the beta stage. Although, this version was tested, there are already known issues for this release. There is a potential risk of data loss.
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:
OpenGL 2.1 compatible Graphics Card
Operating System (64-bit): Windows [7 or newer], Linux [e.g. Ubuntu Linux >=14.4], Mac OS X [>=10.6]
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], Mac OS X [>=10.6]
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 an SSD.
I would like to know how the values for the colors were determined.
I have noticed differences between the values in the LDConfig.ldr file and the values on Ryan Howerter's page.
The value for black is different
Value for black: Ryan Howerter's $000000, LDConfig $1B2A34
Also the values of the milky colors
LDConfig Ryan Howerter
Lego-ID Lego name LDraw ID Value LDraw ID Value
50 Phosphorent White 294 $BDC6AD 50 $E5DFD3
294 Phosphorent Green 21 $E0FFB0 294 $D5DC8A
329 White Glow 329 $F5F307 329 $F5F307
There are also discrepancies in the mapping of the LDraw ID to the Lego color numbers in both sources.
I have 2 Technic Flexible Axles connected by a few 3 long liftarms.
The flexible axle is then formed / curved.
I'd like to position the liftarms like in the attached image below.
I have now rotated and placed the liftarms manyally and visually, but was wondering if one could position the liftarms along the path of axle to be more precize?
And thus be able to bent the axles in a more complex way while still moving and placing the liftarms accordingly too.