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[0.2.1] LDForge |
Posted by: Santeri Piippo - 2013-03-22, 18:48 - Forum: Parts Author Tools
- Replies (97)
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Version 0.2.1 of LDForge is now out, fixing a bug causing LDForge to skip every 300th line of a given file. See release document and downloads here
LDForge is released under GPLv3 and CC-BY-SA (for icons). Repository: here, for bleeding-edge stuff.
Some things to note:- BFC red/green view, albeit present, isn't always right; it assumes everything is CCW and it fails to catch INVERTNEXT in subfiles. Also it has to draw everything twice so there's a bit of a performance hit.
- The camera suffers of gimbal lock. I'm going to try address this for future versions.
So in some 2010 I had posted some ideas about this thing. Even though I've been quite wholly inactive, I've had this on the back burner for the past year. I've been learning a lot of programming things and I guess I'm a more mature person today.
Basically I've rewritten the entire thing, instead of Tcl, this thing is being written in C++/Qt/OpenGL. The only stuff I've kept were some OpenGL things I ported from the old renderer to make this actually capable of drawing things. While MLCAD had 4 camera windows, this thing has one single one with 7 modes which can be quickly changed to and from.
Features:- List view ala MLCAD with multi-selection. One object per line, one line per object. Items not colored main or edge color (16/24) have their color reflected in the list view for identifying.
- Parse error recovery, if a line/object cannot be parsed properly it will be displayed as an errorneous object. This object can be selected and its contents edited and have it reparsed, so you can fix these errors within LDForge.
- 6 camera modes plus a free-angle one.
- Drawing mode that allows you to literally draw polygons and lines into the screen.
- Object hiding
- Select by color or type
- Quick edge-lining, takes any number of polygons and creates edgelines around them
- Ability to edit object's LDraw code directly
- Inlining, plus deep inlining which grinds down to polygons only
- Auto-coloring (sets color to the first found unused color), uncoloring (sets colors to main/edge color based on type)
- Coordinate rounding, inverting, coordinate replacing, flipping, quad splitting
- Screenshotting
- Vertex object, generic radial primitive object
- LDConfig.ldr parsing for color information
- Ability to launch Philo's utilities and automatically merge in output
- BFC red/green view (incomplete)
- Wireframe mode, axis drawing
- Image overlays for getting part data from pictures
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Some missing part |
Posted by: Calogero Lombo - 2013-03-18, 13:08 - Forum: Part Requests
- Replies (2)
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Hi,
first thank you for your work.
After a lot of years of utilization, I developed the dream of to do as many as possible of official sets with the correct parts.
I know that this dream is quite impossible and that there is similar part that can be used, but I want to try to achieve my dream.
With humility, I ask if there is someone with spare time to create some of the following parts to help me (I have tried with a conversion from LDD but the result is visually good, but in reality I do not succeed to optimize the parts so to use them properly).
Best regard and still many thanks for the part made in this year
CL
The list:
6014b Wheel 11.5mm D. x 12mm, Hole Notched for Wheels Holder Pin (the actual version is very different)
58088 Wheel Cover 7 Spoke with Axle Hole (for the set 8145 Ferrari 599 GTB Fiorano)
60032 Window 1 x 2 x 2 Plane, Single Hole Top and Bottom for Glass (for set 4997 Transport Ferry)
30625 Hinge Panel 1 x 4 x 3 2/3 with 6 holes, 2 studs on top, Locking 2 Fingers
3245c Brick 1 x 2 x 2 with Inside Stud Holder
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whitespace deals.. 0// |
Posted by: Santeri Piippo - 2013-03-15, 20:34 - Forum: LDraw File Processing and Conversion
- Replies (2)
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So I was working on my little parts authoring tool (ldforge) again and ran into a little problemo: is there required to be a whitespace after the numeric code for comments? Is a line like "0// edge lines" valid or are they considered errorneous?
I would assume it's illegal but assuming is bad, so yeah. The specification doesn't seem to mention anything about this, maybe I am blind as usual?
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Part Smoothing - Where Do We Go From Here? |
Posted by: Ben Supnik - 2013-03-14, 3:24 - Forum: Parts Authoring
- Replies (1)
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Hi Y'all,
I'm sorry to start a third thread on part smoothing, but I wanted to step back and ask a process question; I haven't been involved in LDraw long enough to know how this gets sorted out.
There are a few ideas that have been thrown out on how to solve part smoothing problems, but they involve different groups of people and perhaps different standards bodies:
1. We might say that no change to the LDraw format or any parts or any change to authoring guidelines will happen, and programs need to take the most drastic steps while smoothing, e.g. code for the worst case.
2. We might intentionally modify the parts library, perhaps with mechanical transformations (E.g. run a program that splits T junctions over many parts). This would require some kind of approval.
3. We might intentionally introduce new syntax features into the LDraw file format (and then apply them to some parts) to simplify the process of smooth rendering.
Where do we go from here? Would it be useful for me to write up an RFC, just so we have a straw man?
I can continue coding assuming case 1, but such code will be non-optimal (e.g. we'll have to put in a part cache that we don't otherwise have just to make things performant) and such code would be obsolete if either 2 or 3 happen. If either 2 or 3 are on the table, it would be nice to plan for them.
cheers
Ben
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T-Junctions re-visited |
Posted by: Travis Cobbs - 2013-03-12, 5:38 - Forum: Parts Authoring
- Replies (83)
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The recent activity regarding automatic calculation of surface normals in order to produce smooth rendering in other programs (similar to how LDView has behaved for a long time, but via a different, better algorithm) has made me investigate places where LDView's current smoothing is failing, and this has led to this post, a revisit to the subject of T-Junctions.
The point is that, while I never thought about it before, T-Junctions prevent smooth shading from working. If you don't know what T-Junctions are, please see this article. I just updated that article to point out that T-Junctions on curved surfaces prevent smoothing algorithms from working on those surfaces.
Since, as far as I know, this has never been mentioned before, I don't think parts authors in the past have had any particular impetus to go to the significant extra work needed to avoid T-Junctions on curved surfaces. However, given that they prevent just about any reasonable smoothing algorithm from functioning, I think they should be avoided more strongly.
If someone can come up with a simple smoothing algorithm that works with T-Junctions, I will gladly stand corrected, but any such algorithm would also require per-pixel lighting in order to work with T-Junctions, and I think even with per-pixel lighting, the algorithm would end up being downright nasty.
The only alternative I can think of is to detect the T-Junctions during file loading, and automatically split the geometry involved. That doesn't seem very easy either, though. Does anyone know of a good, fast algorithm to do this? If so, we could potentially recommend that in all LDraw renderers, and remove the recommendation against T-Junctions in parts entirely.
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New model workflow recommendations - new here |
Posted by: Cesar R - 2013-03-11, 6:42 - Forum: MOCs (My Own Creations)
- Replies (1)
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Hello everyone I am new to this aspect of lego and for a very long time I've wanted to build something of my own MOC.
I have an architecture model I built in college that I would like to legolize.
The physical model I have is at a scale of 1/8"=1' and as I mentioned I would like to recreate it.
I have seen very larger and complex models which even the smallest details are modeled with bricks. I imagine that all custom lego project start with the creation of the smallest element and goes from there? or the most natural approach would also be to use the lego man as as element of scale?
I would appreciate some pointers from the pro builders.
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