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| Become authorized as an author on the Parts Tracker |
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Posted by: Lisa Winter - 2024-07-17, 11:14 - Forum: Help
- Replies (2)
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Hello,
how long do you usually have to wait until you are admitted to the Parts Tracker? I wrote an email for the copyright but didn't receive a confirmation. I've already checked spam. Do I have to show the part here first so that I can make a part?
Kind regards,
Lisa
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| [LDPE] 1.8.82 Released (un-inline / subfile link shortcut / zip-export) |
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Posted by: Nils Schmidt - 2024-07-13, 18:13 - Forum: Parts Author Tools
- Replies (3)
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Hey,
this new version improves the changes from the previous release and adds new helpful features, too.
It is now possible to "un-inline" a linked inlined subfile (with Ctrl-click on the "Inline selection (Linked)" button).
And there are new shortcuts. You can customise the key shortcut to activate links in the text editor (it was Ctrl/Cmd before, now it is Ctrl/Cmd+Shift).
![[Image: attachment.php?aid=12753]](https://forums.ldraw.org/attachment.php?aid=12753)
As always, you can download LDPE from this page:
http://nilsschmidt1337.github.io/ldparteditor/
Changelog:
(4 new features and 2 bug fixes)
With this release you will be able to...
- ..."un-inline" linked subfiles in the main part (with ctrl+click on the "Inline selection (Linked)" button).
- ...customise a key shortcut to activate links in the text editor (it was Ctrl/Cmd before, now it is Ctrl/Cmd+Shift).
- ...use key shortcuts for merge triangles to quads / split quads to triangles (shift+q and shift+t).
- ...use "Save As..." to export a file with its references into a single zip file.
The following critical issues are fixed:
- "Empty Subfiles" was not properly checked in the context menu of the 3D view.
- The path "parts/textures" was not used as a search path for PNG textures.
The program was tested intensively with "real world" files.
However, something can go wrong in about 140.000 lines of code.
Installation on Windows:
- Download and extract LDPartEditor_win32_x64.zip
- Run LDPartEditor-1.8.82.msi
- Start LDPartEditor from the start menu
Installation on Linux:
- Download and extract LDPartEditor_linux_x64.zip
- Install ldparteditor_1.8.82-1_amd64.deb
- Start LDPartEditor from the menu or via launcher
Installation on Mac OS X:
- Download and extract LDPartEditor_mac_x64.zip
- Mount LDPartEditor-1.8.82.dmg
- Drag LDPartEditor.app to the Applications folder
- 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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| New meta idea: !COLORMAP |
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Posted by: N. W. Perry - 2024-07-09, 21:17 - Forum: Official File Specifications/Standards
- Replies (6)
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I was just thinking how, when creating patterned parts, dual molds, assembly shortcuts &c., we need to create separate parts for every color combination. (See for example the many variants of the early named beams, e.g. this one.)
This gave me an idea for a new meta command, which I can only imagine would be no more complicated to implement than, say, the BFC commands. Something like this:
Code: 0 !COLORMAP_NEXT 0 4 15 14
Say you had a pattern with color 0 (black) and color 15 (white), this would re-map those colors to 4 (red) and 14 (yellow), respectively. That way you wouldn't need to author a separate version of that pattern using colors 4 and 14. You also wouldn't need, necessarily, to subpart the pattern into individually-colorable elements. As a result, it would also cut down on the number of library files, to the extent that that's a concern anyway.
Another obvious use would be to create minifig torso and leg assemblies in any conceivable color combination, using just a single shortcut file.
(I assume that "_NEXT" would be the most commonly used scope, so perhaps it could be omitted. But you could also have "_BEGIN" and "_END" variants, allowing you to recolor a whole model in one go.)
Anyway, as I always say I'm no programming expert (nor barely even a novice), so I can't say for sure. But it seems like this would be no more difficult for a parser than flipping the winding of vertices at runtime. And it certainly wouldn't break any existing functionality—you could always create hard-coded versions of any patterns you create this way, either by authoring new parts or by inlining and embedding them (using a sufficiently capable editor of course). 
Thoughts, suggestions? I'd actually be surprised if I were the first to come up with this, so maybe there's a reason it was never considered before…
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