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Technic 1990
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Part 4070 differences in ...
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Empty file with MLCad
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| Alan Gerber? |
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Posted by: Michael Horvath - 2013-12-13, 0:00 - Forum: Off-Topic
- No Replies
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Is anyone in touch with Alan Gerber? He submitted some items to Datsville in 2000 but disappeared shortly afterward. The models he submitted are missing all their sub-models. Thanks!
Mike
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| cant render 16 tooth clucth gear with pov ray 3.7 |
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Posted by: Jono - 2013-12-12, 23:10 - Forum: Help
- Replies (14)
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Does any one know why Pov Ray wont render the Technic Gear 16 Tooth with Clutch Smooth/ and not smooth.
It will get to this point and stop
object {
LDX_48_slash_4_dash_4ri100_dot_dat_in_part (this line highlighted in yellow)
matrix <0.17,0,0,0,0,-1,0,0.17,0,0,0,10>
I have updated the part list and also tried updating just this part. LDview shows it just fine.
Cheers Jono
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| Experimental part snapping in LDCad 1.3 |
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Posted by: Roland Melkert - 2013-12-11, 20:25 - Forum: LDraw Editors and Viewers
- Replies (34)
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Hello all,
I've been working on part snapping for my LDCad editor. It's progressing nicely but I would love some feedback / opinions from people in order to fine tune things.
The current version works quite nicely with low connection point parts. The problem arises when you use parts with multiple valid snap points (e.g. the holes in 1xn tech beams). Currently it snaps based on z sorting, but there is room for improvement there.
I've uploaded short clip of the feature in action.
The used scene contains most of the parts with full snap information. Snapping is done 100% trough meta information on the existing part files. This is done using a shadow library, which acts like an auto include location. Content of identical named files in the shadow location are added to the official ones from the LDraw lib during loading. Information can also be inherited as a result all minifig torso/leg/hip/hand/arm parts have information by just creating 6 shadow files.
edit: second version, see below post.
Second version demo clip
All suggestions are welcome
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| lgeo colors not working with pov ray |
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Posted by: Jono - 2013-12-10, 23:16 - Forum: Help
- Replies (2)
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Hello. I am having trouble getting Pov Ray 3.6 to do a render of any ldraw model. I keep getting this error that opens up in another tab under lg_color.inc
[color=#33FF33]/********************/
/* SOLID COLORS */
/********************/
// 0 BLACK / 26 BLACK [ORIGINAL LGEO srgb]
// LDRAW
// PEERON <27,42,52> (LOOKS TOO BLUE)[/color]
#declare lg_black = texture {
pigment { color srgb <33,33,33>/255 } [color=#000000]((on this line it is high lighted yellow with a flashing marker))[/color]
finish { lg_solid_finish }
}
at the bottom of the Pov Ray window it states 'Parse Error; No mathching } in pigment', undeclared identifier 'srgb' found instead'
Ive used the all in one installer and from what ldraw states the parts library is up to date. Im using win 7 64 bit.
Does anyone know what this problem is and how I can either fix it or get past it.
also I have only used the colors that are on MLCad to do the model then exported it from ldraw to pov ray.My pov ray ini file states this:
;
Library_Path="C:\Program Files (x86)\POV-Ray for Windows v3.6\INCLUDE"
Library_Path="C:\Windows\Fonts"
Library_Path="C:\Program Files (x86)\LDraw\LGEO"
Library_Path="C:\Program Files (x86)\LDraw\LGEO\lg"
Library_Path="C:\Program Files (x86)\LDraw\LGEO\ar"
Cheers Jono
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