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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: 63)
.png   430164907_738954764971111_4589915340431087639_n.png (Size: 1.65 KB / Downloads: 64)
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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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  Parts Tracker: weird date format
Posted by: Steffen - 2024-03-07, 20:56 - Forum: Website Suggestions/Requests/Discussion - Replies (2)

Hello Orion, can we change the date format on the Parts Tracker to the ISO date format, i.e. YYYY-MM-DD
instead of the weird US-specific one currently there?

   

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  Part License Policy
Posted by: Orion Pobursky - 2024-03-07, 3:21 - Forum: Parts Tracker Discussion - Replies (2)

Now that we've had the new CA in place for almost 2 years and enforcement in place for a year:

No new parts will be released without being solely CC BY 4 licensed

Additionally, all CC BY 2 parts, regardless of age or hold status, are free to be re-authored, from scratch, by any current Parts Author. From scratch means from a blank file without referencing the old part in any way. To avoid the potential for cross-contamination, part origin and orientation can be fixed after creation if you are re-authoring official parts.

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  Creator 2024
Posted by: Max Martin Richter - 2024-03-06, 18:26 - Forum: Official Models - Replies (11)

Thread for the 2024 Creator Models

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  Part 48729 dimensions
Posted by: N. W. Perry - 2024-03-06, 14:45 - Forum: Parts Authoring - Replies (2)

It looks like there's also an issue with the dimensions of part 48729 (a and b variants), and presumably also 3484, based on its use in set 10197:
   
The angled reinforcements on 48729b are causing a gap of 2 LDU between the 1x1 lamp holder and the 1x2 plate with handle; they should fit flush together.

I think it's a combination of things, but this is based only on part photos:

  • The "shoulder" of the clip should be a little steeper, so that the widest part of the clip begins a little farther away from the handle.
  • The cutout in the clip could maybe be a tad shallower.
  • The angled reinforcements could be just a little less angled with respect to the shoulder.
Unfortunately I don't have the physical part to confirm. I would love to hear from anyone who does—and if you could get a photo of this assembly, even better!

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  Is 5404.dat correct?
Posted by: SNIPE - 2024-03-05, 22:50 - Forum: Parts Authoring - Replies (3)

Hi,

I'm just wondering if part 5404.dat is correct, because the 1x1 cheese slope and 2x1 grille slope is 2.5 plats high, but it look slike part 5404 is slightly higher:

[Image: welp.png]

I think the bottom lip is slightly too high compared to the other 2 parts
Regards, SNIPE

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