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  Another texture mapping experiment...
Posted by: Philippe Hurbain - 2013-01-27, 16:50 - Forum: Parts Authoring - Replies (7)

Following my first foray in uncharted texmap country, I made another try, this time using Eomer helmet.
The big problem is to create the image for texture map. The part is not flat, so despite rather good lighting, it's not uniform, and plenty of reflexions. Moreover, printing itself is full of smudges. So you have to redraw the image anyway...
[Image: helmet-side-photo.jpg]
So I tried to kill two birds with one stone, and use LDraw Patterns Creator to create the drawing. OK, LPC is certainly not the most handy vector drawing program, but with it I obtained "old style" triangle based texturing of the part for comparison (and usage with MLCad...)
The next step was to generate images from the LDraw model. Easy...
- Open it using LDView
- In LDView options, disable lighting and edge lines. Set the field of view to a very low angle value (0.1°).
- Save a snapshot from the directions you want to project, with a transparent background. Here from side:
[Image: helmet-side-tex.png]
- You may want to show all conditional lines and make another snapshot. This shows the facets limits and will help to properly crop the image.
- Using an image editor, remove all areas that use main color, and crop your file to the area needed for mapping. For the helmet, I used two projections, one from front, one from side.
Here is the compared result.
[Image: helmet1.png]
Front helmet is the textured one, back helmet is the triangle-based texturing. As you can see, the good point of texmap is that LDView can do its magic and give a nice, smooth result.
Out of curiosity, I generated another version of triangle textured subpart, this time with conditional lines everywhere to force smooth shading. Result is smoother, but not as good as texture map...
[Image: helmet-c.png]

Now, texture maps have their own problems...
- I still find it very difficult to derive correct values for mapping parameters. Theoretically it's simple, practically it's another story (maybe it's just that I have not yet got the hang of it...). The method I use is to create helper triangles to materialize projection area and when they are right, copy the values in texmap meta:
[Image: helmet-triangle-helpers.png]
- For some reason, LDView properly smooth texmapped mirrored subpart... but not the other side!
[Image: helmet2.png]
- Even though the images I used are relatively high resolution, edges are not so crisp, and there is a slight fringe effect. It seems that partial transparency causes some issue to LDView. Here is an enlarged snapshot, showing that areas in transition region is transparent, instead of merging with main color. I even tried to use completely hard edge around image (helmet2.dat in attached files), the transition area is reduced but still there.
[Image: helmet-fringe.png].

Attached a zip file (renamed .txt to be able to post it here) containing the helmets...



Attached Files
.txt   helmet.zip.txt (Size: 221.95 KB / Downloads: 3)
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  8841 - Desert Racer [Technic] (6 models, unfinished)
Posted by: Ignacio Fernandez Galvan - 2013-01-26, 18:34 - Forum: Official Models - Replies (10)

Here are the models contained in the 8841 set. It's unfinished because some parts (particularly in the 8841+8700 model) are missing or unofficial. Includes flexible parts modeled with LSynth, could change that in the future.

[Image: 8841_1_Desert_Racer.png]

[Image: 8841_2_Desert_Racer_Tractor.png]

[Image: 8841_3_Desert_Racer_Chassis.png]

[Image: 8841_4_Desert_Racer_Balance.png]

[Image: 8841_5_Desert_Racer_Buggy.png]

[Image: 8841_8700_Desert_Racer_Power_Pack.png]

8841+8700 attached in reply



Attached Files
.mpd   8841-1 - Desert Racer.mpd (Size: 70.91 KB / Downloads: 5)
.mpd   8841-2 - Desert Racer - Tractor.mpd (Size: 34.74 KB / Downloads: 4)
.mpd   8841-3 - Desert Racer - Chassis.mpd (Size: 3.62 KB / Downloads: 5)
.mpd   8841-4 - Desert Racer - Balance.mpd (Size: 3.24 KB / Downloads: 4)
.mpd   8841-5 - Desert Racer - Buggy.mpd (Size: 5.99 KB / Downloads: 4)
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  Webmasters: we need a new forum platform
Posted by: Seth - 2013-01-24, 20:04 - Forum: General LDraw.org Discussion - Replies (19)

This forumis very anitquated it could use updating. May I suggest phpBB?

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  Compiling LeoCAD
Posted by: Seth - 2013-01-24, 19:59 - Forum: LDraw Editors and Viewers - Replies (2)

Hi,

I'm trying to compile LeoCAD ong GNU/Linux but I keep getting the following error:

/usr/bin/ld: obj/linux/system.o: undefined reference to symbol 'XQueryKeymap'
/usr/bin/ld: note: 'XQueryKeymap' is defined in DSO /usr/lib/libX11.so.6 so try adding it to the linker command line
/usr/lib/libX11.so.6: could not read symbols: Invalid operation
collect2: error: ld returned 1 exit status

What do I do?

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  LEGO modeling software
Posted by: Jaco van der Molen - 2013-01-23, 15:10 - Forum: Off-Topic - Replies (1)

Is this the famous LEGO design software?
http://www.youtube.com/watch?list=TLt8Ij...jupc#t=27s
Or is this just used to create the funny animation film with the firetruck?

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  Assemblies, moving assemblies, shortcuts and ~ parts
Posted by: Philippe Hurbain - 2013-01-22, 9:31 - Forum: Parts Authoring - Replies (6)

When parts are used in assemblies (provided as such by LEGO, and impossible to separate in normal use) their description begins with ~ so they don't appear in part tree. LDraw user should use assembly shortcuts instead.

It seems that things are not completely clear, as discussions around this come up from time to time on PT. Here is my opinion about this.

  • For assemblies without moving parts, it's simple: all parts composing the assembly are ~, and an assembly shortcut is provided (several shortcuts may be needed to account for different color combinations). Example: NXT light sensor 55969 shortcut, composed of ~parts 54732, 55972, 55816, 55970, 55966.
  • For assemblies with moving parts, a shortcut should be provided for each mechanical entity. This way the LDraw user can compose its own assembly in any position. An overall assembly is provided as well, to simplify user life when default position is OK, and for bill of materials usage. Example: NXT motor has a case assembly 54715c01, and an axle hub assembly 54725c01. Case assembly 54715c01 is made of ~parts 54714, 54715, 54716, 54717 and 54732. Hub assembly 54725c01 is made of two 54725 ~parts. Complete motor assembly 53787 is made of 54715c01 + 54725c01
  • In case one of the moving assemblies is reduced to a single part (eg. axle hub of PF motors), the description of this part is not tilded, so that the user can pick it easily to create his own position combination. For example, the small linear actuator has 3 sections moving independantly:
    - the body, assembly 92693c01, composed of ~parts 92693 and 92697
    - the rotating axle, single part not tilded 92695.
    - the piston, single part not tilded 92696.
    Two complete assemblies are provided, contracted and extended (92693c02 and 92693c03)

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Thumbs Up part 76116
Posted by: Nicola - 2013-01-21, 22:56 - Forum: Part Requests - Replies (4)

i can find no similar part. is it avaiable somehow?

bad robot arm

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  Classic Town (1980's)
Posted by: Steffen - 2013-01-21, 22:48 - Forum: Official Models - Replies (3)

this topic is intended for sharing Classic Town sets

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Thumbs Up question about similar parts
Posted by: Nicola - 2013-01-21, 12:45 - Forum: Part Requests - Replies (3)

I'm drawing some of my mocs in MLcad, and i'd like to use the exact part number for each piece. But there are some parts that i cannot find but of which exists an almost identical part.
For example my moc contains part n 61252, but it doesn't exists in LDraw, so i used part 6019 instead.
Maybe the part has yet to be added to LDraw Part Library? Or is it something wanted?

It's a pity that i can't add the correct part as some sites like Rebrickable can calculate what MOC you can build with the pieces you have and this kind of things break the functionality.

Thanks Smile

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  Fabuland
Posted by: Steffen - 2013-01-20, 22:20 - Forum: Official Models - Replies (5)

post Fabuland models below this topic

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