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  Request for Peach
Posted by: Stephan den Ridder - 2024-03-16, 13:12 - Forum: Part Requests - No Replies

Hi guys!

Is anyone working on the electronic Peach figure by any chance?

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  spongebob fish
Posted by: sambal04 - 2024-03-16, 2:30 - Forum: Part Requests - Replies (5)

yoo 
does anyone have this spongebob fish?
 
https://www.bricklink.com/v2/catalog/cat...=61286pb01 https://www.bricklink.com/v2/catalog/cat...=3#T=C&C=3



Attached Files
.png   Screenshot 2024-03-16 at 10.30.43 AM.png (Size: 120.59 KB / Downloads: 161)
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  Official Part Fix Submission
Posted by: Orion Pobursky - 2024-03-15, 18:36 - Forum: Parts Tracker Discussion - Replies (18)

I'm considering allowing all registered authors to submit fixes to official parts. I have a feeling this has been admin only since the old PT code made submission and deletion a pain. Any strong opinions?

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  [LDPE] 1.8.76 Released (rotation bugfix / edger2 defaults / slashes)
Posted by: Nils Schmidt - 2024-03-15, 17:37 - Forum: Parts Author Tools - Replies (18)

Hey,

this release finally fixes the annoying bug regarding rotations with the manipulator.
Thanks to Philo and Fredrik I was able to find all the root causes for this.

[Image: imgDuke2.png]

As always, you can download LDPE from this page:

http://nilsschmidt1337.github.io/ldparteditor/

Changelog:

(2 new features and 1 bug fix)

With this release you will be able to...

  • ...be warned about "slashes" in subfile references and you can "Quick Fix" it.
  • ..."Exclude Unmatched Edges" by default in Edger2.

The following critical issue is fixed:

  1. The 3D manipulator orientation got polluted during rotation.

The program was tested intensively with "real world" files.
However, something can go wrong in about 140.000 lines of code.

Installation on Windows:

  1. Download and extract LDPartEditor_win32_x64.zip
  2. Run LDPartEditor-1.8.76.msi
  3. Start LDPartEditor from the start menu
Installation on Linux:

  1. Download and extract LDPartEditor_linux_x64.zip
  2. Install ldparteditor_1.8.76-1_amd64.deb
  3. Start LDPartEditor from the menu or via launcher
Installation on Mac OS X:

  1. Download and extract LDPartEditor_mac_x64.zip
  2. Mount LDPartEditor-1.8.76.dmg
  3. Drag LDPartEditor.app to the Applications folder
  4. 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

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: 150 MB
Recommended Requirements:
  • Operating System (64bit): Windows 7,8,10,11, 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: 500 MB
  • For a faster start, LDPartEditor and the LDraw™ library should be installed on an SSD.

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  500 Server errors for all parts links, search broken...
Posted by: Ryan Hicks - 2024-03-13, 21:37 - Forum: Help - Replies (4)

As in title... currently every part resource link hits a 500 server error, searches for known parts (say, 3024) get "issue querying the server" and "part not found" result.

<midday PST Weds 13 March 2024>

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Bug Edge Lines export bug in LDView 4.5
Posted by: Steffen - 2024-03-13, 21:03 - Forum: LDraw Editors and Viewers - Replies (2)

Hello Travis,

I just tried out the "export edge lines to POVRay" feature of LDView 4.5.

It sadly is broken: it outputs a syntactically invalid *.pov file because the generated file contains a stray "#end".

Here is the output I got, the line I tagged with "SYNTAX ERROR" is wrong.

I also noticed that logic for the switch LDXSkipEdges is wrong:
it currently is:

Code:
#if (LDXSkipEdges = 0)
    object { LDXEdges }
#end
    object { LDXConditionalEdges }
but IMHO should be
Code:
#if (LDXSkipEdges = 0)
    object { LDXEdges }
    object { LDXConditionalEdges }
#end

   

Code:
// Generated By: LDView 4.5 Copyright (C) 2023 Travis Cobbs & Peter Bartfai
// See: https://tcobbs.github.io/ldview/
// Date: Wed Mar 13 21:52:16 2024
// Input LDraw File: Scene08_LampsOnly.ldr
// LDraw File Author: Steffen [Steffen]
//
// This file was automatically generated from an LDraw file by the program
// LDView.  See comments above for further details.

#version 3.7;

#if (version >= 3.7) global_settings {assumed_gamma 1} #end

#ifndef (LDXQual) #declare LDXQual = 3; #end    // Quality (0 = Bounding Box; 1 = No Refraction; 2 = Normal; 3 = Stud Logos)
#ifndef (LDXSW) #declare LDXSW = 0.5; #end    // Seam Width (0 for no seams)
#ifndef (LDXStuds) #declare LDXStuds = 1; #end    // Show studs? (1 = YES; 0 = NO)
#ifndef (LDXRefls) #declare LDXRefls = 1; #end    // Reflections? (1 = YES; 0 = NO)
#ifndef (LDXShads) #declare LDXShads = 1; #end    // Shadows? (1 = YES; 0 = NO)
#ifndef (LDXBackground) #declare LDXBackground = 0; #end    // Include Background? (1 = YES; 0 = NO)
#ifndef (LDXFloor) #declare LDXFloor = 1; #end    // Include Floor? (1 = YES; 0 = NO)
#ifndef (LDXSkipEdges) #declare LDXSkipEdges = 0; #end    // Skip Edges? (1 = YES; 0 = NO)

// Model bounds information
#ifndef (LDXMinX) #declare LDXMinX = -2919.150391; #end
#ifndef (LDXMinY) #declare LDXMinY = -352; #end
#ifndef (LDXMinZ) #declare LDXMinZ = -714; #end
#ifndef (LDXMaxX) #declare LDXMaxX = 640; #end
#ifndef (LDXMaxY) #declare LDXMaxY = 0; #end
#ifndef (LDXMaxZ) #declare LDXMaxZ = 480; #end
#ifndef (LDXCenterX) #declare LDXCenterX = -1139.575195; #end
#ifndef (LDXCenterY) #declare LDXCenterY = -176; #end
#ifndef (LDXCenterZ) #declare LDXCenterZ = -117; #end
#ifndef (LDXCenter) #declare LDXCenter = <LDXCenterX,LDXCenterY,LDXCenterZ>; #end
#ifndef (LDXRadius) #declare LDXRadius = 1866.839233; #end

// Camera settings
#ifndef (LDXCameraLoc) #declare LDXCameraLoc = < -284.332825,-710.17334,1593.536865 >; #end    // Camera Location vector
#ifndef (LDXCameraLookAt) #declare LDXCameraLookAt = < -613.04332069237375435478,-437.92073246263100827491,-121.79954383964582120825 >; #end    // Camera look-at point vector
#ifndef (LDXCameraSky) #declare LDXCameraSky = < -0.02898788877173105044,-0.98806765261576068315,-0.15126802755023333047 >; #end    // Camera sky vector (<0,-1,0> will usually work for standard "up")
#ifndef (LDXCameraAngle) #declare LDXCameraAngle = 72.734352; #end
#ifndef (LDXCameraAspect) #declare LDXCameraAspect = 16/9; #end
#ifndef (LDXCameraTransform) #declare LDXCameraTransform = transform {}; #end

#ifndef (LDXFloorLoc) #declare LDXFloorLoc = LDXMaxY; #end    // Floor location. (Dependent on floor axis; MAX_Y is bottom of model)
#ifndef (LDXFloorAxis) #declare LDXFloorAxis = y; #end    // Floor axis (x, y, or z)
#ifndef (LDXFloorR) #declare LDXFloorR = 0.8; #end    // Floor Red
#ifndef (LDXFloorG) #declare LDXFloorG = 0.8; #end    // Floor Green
#ifndef (LDXFloorB) #declare LDXFloorB = 0.8; #end    // Floor Blue
#ifndef (LDXFloorAmb) #declare LDXFloorAmb = 0.4; #end    // Floor Ambient
#ifndef (LDXFloorDif) #declare LDXFloorDif = 0.4; #end    // Floor Diffuse
#ifndef (LDXAmb) #declare LDXAmb = 0.4; #end
#ifndef (LDXDif) #declare LDXDif = 0.4; #end
#ifndef (LDXRefl) #declare LDXRefl = 0.08; #end
#ifndef (LDXPhong) #declare LDXPhong = 0.5; #end
#ifndef (LDXPhongS) #declare LDXPhongS = 40; #end
#ifndef (LDXTRefl) #declare LDXTRefl = 0.2; #end
#ifndef (LDXTFilt) #declare LDXTFilt = 0.85; #end
#ifndef (LDXIoR) #declare LDXIoR = 1.25; #end
#ifndef (LDXRubberRefl) #declare LDXRubberRefl = 0; #end
#ifndef (LDXRubberPhong) #declare LDXRubberPhong = 0.1; #end
#ifndef (LDXRubberPhongS) #declare LDXRubberPhongS = 10; #end
#ifndef (LDXChromeRefl) #declare LDXChromeRefl = 0.85; #end
#ifndef (LDXChromeBril) #declare LDXChromeBril = 5; #end
#ifndef (LDXChromeSpec) #declare LDXChromeSpec = 0.8; #end
#ifndef (LDXChromeRough) #declare LDXChromeRough = 0.01; #end
#ifndef (LDXOpaqueNormal) #declare LDXOpaqueNormal = normal { bumps 0.001 scale 0.5 }; #end
#ifndef (LDXTransNormal) #declare LDXTransNormal = normal { bumps 0.001 scale 0.5 }; #end
#ifndef (LDXIPov) #declare LDXIPov = 1; #end    // Use inline POV code from LDraw file? (1 = YES; 0 = NO)
#ifndef (LDXEdgeRad) #declare LDXEdgeRad = 0.15; #end
#ifndef (LDXEdgeR) #declare LDXEdgeR = 0.0; #end
#ifndef (LDXEdgeG) #declare LDXEdgeG = 0.0; #end
#ifndef (LDXEdgeB) #declare LDXEdgeB = 0.0; #end
#ifndef (LDXBgR) #declare LDXBgR = 0.972549; #end    // Background Red
#ifndef (LDXBgG) #declare LDXBgG = 0.972549; #end    // Background Green
#ifndef (LDXBgB) #declare LDXBgB = 0.870588; #end    // Background Blue

#include "C:\LEGO\playbox\scenes\LDView_Preamble.inc"

// Camera
#ifndef (LDXSkipCamera)
camera {
    location LDXCameraLoc
    sky LDXCameraSky
    right LDXCameraAspect * < -1,0,0 >
    look_at LDXCameraLookAt
    angle LDXCameraAngle
    transform {LDXCameraTransform}
}
#end

// Lights
#ifndef (LDXSkipLight1)
light_source {    // Latitude,Longitude: 45,0,LDXRadius*2
    <0*LDXRadius,-1.414214*LDXRadius,-1.414214*LDXRadius> + LDXCenter
    color rgb <1,1,1>
}
#end
#ifndef (LDXSkipLight2)
light_source {    // Latitude,Longitude: 30,120,LDXRadius*2
    <1.5*LDXRadius,-1*LDXRadius,0.866026*LDXRadius> + LDXCenter
    color rgb <1,1,1>
}
#end
#ifndef (LDXSkipLight3)
light_source {    // Latitude,Longitude: 60,-120,LDXRadius*2
    <-0.866025*LDXRadius,-1.732051*LDXRadius,0.5*LDXRadius> + LDXCenter
    color rgb <1,1,1>
}
#end

#macro LDXSeamMatrix(Width, Height, Depth, CenterX, CenterY, CenterZ)
#local aw = 0;
#local ah = 0;
#local ad = 0;
#local ax = 0;
#local ay = 0;
#local az = 0;
#if (Width != 0)
#local aw = 1-LDXSW/Width;
#end
#if (Height != 0)
#local ah = 1-LDXSW/Height;
#end
#if (Depth != 0)
#local ad = 1-LDXSW/Depth;
#end
#if (Width != 0 & CenterX != 0)
#local ax = LDXSW/(Width / CenterX);
#end
#if (Height != 0 & CenterY != 0)
#local ay = LDXSW/(Height / CenterY);
#end
#if (Depth != 0 & CenterZ != 0)
#local az = LDXSW/(Depth / CenterZ);
#end
#if (aw <= 0)
#local aw = 1;
#local ax = 0;
#end
#if (ah <= 0)
#local ah = 1;
#local ay = 0;
#end
#if (ad <= 0)
#local ad = 1;
#local az = 0;
#end
matrix <aw,0,0,0,ah,0,0,0,ad,ax,ay,az>
#end


#if (LDXBackground != 0)
#if (version >= 3.7)
background { color srgb <LDXBgR,LDXBgG,LDXBgB> }
#else
background { color rgb <LDXBgR,LDXBgG,LDXBgB> }
#end
#end

#macro EdgeLine(Point1, Point2, Color)
object {
    #if (Point1.x != Point2.x | Point1.y != Point2.y | Point1.z != Point2.z)
        merge {
            cylinder {
                Point1,Point2,LDXEdgeRad
            }
            sphere {
                Point1,LDXEdgeRad
            }
            sphere {
                Point2,LDXEdgeRad
        }
    #else
        sphere {
            Point1,LDXEdgeRad
        }
    #end
    }
    material { Color }
    no_shadow
}
#end

#end // SYNTAX ERROR
#ifndef (EdgeColor)
#declare EdgeColor = material {
    texture {
#if (version >= 3.7)
        pigment { srgbf <LDXEdgeR,LDXEdgeG,LDXEdgeB,0> }
#else
        pigment { rgbf <LDXEdgeR,LDXEdgeG,LDXEdgeB,0> }
#end
        finish { ambient 1 diffuse 0 }
    }
}
#end
...



Attached Files
.zip   Scene08_LampsOnly.zip (Size: 4.58 MB / Downloads: 0)
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  Rotation bug
Posted by: Fredrik Hareide - 2024-03-12, 7:59 - Forum: LDraw Editors and Viewers - Replies (7)

There is a rotation bug that is driving me nuts. I think I have found out how to reproduce it-

https://www.dropbox.com/scl/fi/rdun0og50...rixoj&dl=0

Here is a video of the issue. Sorry for bad quality, had wrong settings in OBS when I captured it.

What I think reproduces it is the following. 

1. Be on rotation mode
2. Copy/paste a submodel in text editor
3. Select that line and choose select in 3d view.
4. Try to rotate and it will jump to a random rotation before starting to rotate.

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  3626c gap
Posted by: Fredrik Hareide - 2024-03-12, 7:40 - Forum: Parts Authoring - Replies (2)

I was making a pattern on 3626c today and noticed that there is a 0.2 gap between the faceplate and the rest of the part. Is this intentional?

Code:
1 16 0 0 0 1 0 0 0 1 0 0 0 1 s\3626cs01.dat
1 16 0 4 0 13 0 0 0 13 0 0 0 -13 2-4cyli.dat
1 16 0 4 0 0 0 -8 0 -6.4 0 -8 0 0 t04o6250.dat
1 16 0 4 0 8 0 0 0 -6.4 0 0 0 -8 t04o6250.dat
1 16 0 17 0 0 0 8 0 6.4 0 -8 0 0 t04o6250.dat
1 16 0 17 0 -8 0 0 0 6.4 0 0 0 -8 t04o6250.dat

The gap can actually be seen in plain text here as 6.4 will give 12.8 and not 13.
Edit: 
Gap is smaller than first anticipated. Might be ok?



Attached Files Thumbnail(s)
   

.png   431749439_7475384852511529_4283393506891603622_n.png (Size: 1.79 KB / Downloads: 61)
.png   430164907_738954764971111_4589915340431087639_n.png (Size: 1.65 KB / Downloads: 62)
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  Welcome to new parts author Robert Schiele [rschiele]
Posted by: Orion Pobursky - 2024-03-11, 14:46 - Forum: Parts Tracker Discussion - No Replies

Join me in welcoming new parts author Robert Schiele [rschiele].

Please support them as they start their LDraw parts author journey.

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  [5401pb01] Windscreen Motorcycle with black border print
Posted by: Christoph Reum - 2024-03-07, 21:35 - Forum: Part Requests - Replies (1)

Starting this thread as a oppurtunity to get possibly a pingback when the new Windshield of the Kawasaki H2R has been worked on by some parts autor.

Have found the part id on rebrickable.. https://rebrickable.com/parts/5401pb01/w...der-print/

Would be nice to have this digitally & already thanks for the person outting efforts in - thanks in advance! ♥

Edit: Bricklink ID of the part has moved it seems... from "4437pr0001" to "5401pb01"

Best regards, Christoph

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