Thinking about doing a LDCad 1.7 version


Thinking about doing a LDCad 1.7 version
#1
Hi all,

I've got some semi big (need a beta stage) features on my LDCad todo list I don't really want to do in a 1.6d/e version, namely:

- !DATA support
- !ATTACHTO support
- minor snapping and scripting extensions


So I'm thinking to do a 1.7 version instead with a couple of more things I wanted to do in 2.0. But that version is a looooooong way out.

For this I would like to include some bigger new features to really make it worth the effort.

I'm thinking about these features myself:

- Interactive animation (spin a gear to see what happens, given you scripted it to do so Big Grin  )
- Custom 'single line' bin content (to drag and drop unknown/preconfigured meta's etc). Probably as an extension to templates.

If anyone has some additional ideas this is the time to let me know.
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RE: Thinking about doing a LDCad 1.7 version
#2
With !DATA support, would that allow us to work with bitmap textures directly in the program? Maybe load our own PNG files, combine with the existing functionality of your sticker generator, and make sticker parts right there in LDCad?  Big Grin

A second idea I had recently, and I don't know how trivial or complicated this would be, but is it possible to have step numbering that starts at a number other than 1? So for example, you start a new submodel and specify that its step numbering begins with Step 24 (to match official instructions)?

And I love the interactive animation idea—though in a perfect world, of course, I want to spin the gear and see what happens without knowing how to script it first.  Rolleyes
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RE: Thinking about doing a LDCad 1.7 version
#3
(2020-01-13, 23:01)N. W. Perry Wrote: A second idea I had recently, and I don't know how trivial or complicated this would be, but is it possible to have step numbering that starts at a number other than 1? So for example, you start a new submodel and specify that its step numbering begins with Step 24 (to match official instructions)?

This is very easy to do in LPub3D.
Configuration ---> Build Instructions Setup... ---> Project Setup: Activate "Continous step numbers"


.png   LPub3D.PNG (Size: 15.63 KB / Downloads: 172)

Or insert following meta:
0 !LPUB CONTINUOUS_STEP_NUMBERS GLOBAL TRUE
If nothing goes right, go left.
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RE: Thinking about doing a LDCad 1.7 version
#10
(2020-01-14, 7:56)Johann Eisner Wrote: This is very easy to do in LPub3D.
Configuration ---> Build Instructions Setup... ---> Project Setup: Activate "Continous step numbers"



Or insert following meta:
0 !LPUB CONTINUOUS_STEP_NUMBERS GLOBAL TRUE

OK. I don't use LPub since I don't need to generate my own instructions, but I know I can import its metas. Will LDCad know what to do with it? And this says "global"—can I apply this meta to individual submodels?
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RE: Thinking about doing a LDCad 1.7 version
#17
(2020-01-14, 15:50)N. W. Perry Wrote: OK. I don't use LPub since I don't need to generate my own instructions, but I know I can import its metas. Will LDCad know what to do with it? And this says "global"—can I apply this meta to individual submodels?

I've been thinking about fully supporting LPub meta's ?(including the inventory balloons etc) for 2.0, but It might be too big a thing for 1.7

Maybe a light version where only the step numbering gets applied, still need to research al the LPub meta's though.

On that note does anyone have a good reference on the LPub(3d) meta's?
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RE: Thinking about doing a LDCad 1.7 version
#24
(2020-01-13, 23:01)N. W. Perry Wrote: And I love the interactive animation idea—though in a perfect world, of course, I want to spin the gear and see what happens without knowing how to script it first. 

Yes, why should I have to know how to script?
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RE: Thinking about doing a LDCad 1.7 version
#25
(2020-01-14, 22:18)Magnus Forsberg Wrote: Yes, why should I have to know how to script?

Because it's extremely difficult to create a true mechanical simulator, things will always only work partial.

Also I want it to be able to do things like move a minifig lever to open a door or something, things that aren't really connected.

This way you could make a full blown "Point and click" adventure game or something Smile
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RE: Thinking about doing a LDCad 1.7 version
#4
Include the themes: https://forums.ldraw.org/thread-23675.html

and make the gray one the default theme.

w.
LEGO ergo sum
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RE: Thinking about doing a LDCad 1.7 version
#5
(2020-01-14, 9:10)Willy Tschager Wrote: Include the themes: https://forums.ldraw.org/thread-23675.html
and make the gray one the default theme.
+1...
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RE: Thinking about doing a LDCad 1.7 version
#18
(2020-01-14, 9:10)Willy Tschager Wrote: Include the themes: https://forums.ldraw.org/thread-23675.html

If Miguel is ok with it I'll include it.

(2020-01-14, 9:10)Willy Tschager Wrote: and make the gray one the default theme.

The default theme used to be grey.

   

People complaint so I changed it to mimic LEGO booklets.

People still complained  Big Grin

But I'm happy to add the option.
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RE: Thinking about doing a LDCad 1.7 version
#6
Installable stuff with integrated interface?
- Set inventories
- Custom templates
- Custom connectivity
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RE: Thinking about doing a LDCad 1.7 version
#19
(2020-01-14, 9:17)Philippe Hurbain Wrote: Installable stuff with integrated interface?
- Set inventories
- Custom templates
- Custom connectivity

This is at the core of 2.0 where I've setup a 'package' system. It's also the reason for it's slow development as I'm not happy with it's current incarnation.

Might be able to set something simple up using additional .sf (==zip) files though.
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RE: Thinking about doing a LDCad 1.7 version
#7
I would very much like to see the support or display of information that comes with the !HELP and !CMDLINE metas.

The data is in the files, but to get to this data (during building) seems difficult i.e. impossible.
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RE: Thinking about doing a LDCad 1.7 version
#20
(2020-01-14, 13:17)Gerald Lasser Wrote: I would very much like to see the support or display of information that comes with the !HELP and !CMDLINE metas.

The data is in the files, but to get to this data (during building) seems difficult i.e. impossible.

Good one.

Maybe trough a small "?" icon in the bin cells which open a hint panel on mouse over?
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RE: Thinking about doing a LDCad 1.7 version
#8
A couple of things (in order of my perceived difficulty to implement):
- The sync name and filename option in the header dialog should be the default
- Please move the Export submenu from Views->Editing Views to the File menu
- Have all the nodes in the source window automatically collapse when exiting nested mode
- I'd like a "reload data" menu option that forces LDCad to reload templates, donors, the parts bin, and pbg files without having to close and reopen LDCad itself.
- An all-in-one, duplicate and mirror subfile option would be a nice to have
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RE: Thinking about doing a LDCad 1.7 version
#11
(2020-01-14, 14:57)Orion Pobursky Wrote: - I'd like a "reload data" menu option that forces LDCad to reload templates, donors, the parts bin, and pbg files without having to close and reopen LDCad itself.

+1 for that! I'm often tweaking my parts bins in TextEdit and there's no way to see the changes in LDCad without exiting the program.
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RE: Thinking about doing a LDCad 1.7 version
#13
(2020-01-14, 14:57)Orion Pobursky Wrote: - Have all the nodes in the source window automatically collapse when exiting nested mode
- I'd like a "reload data" menu option that forces LDCad to reload templates, donors, the parts bin, and pbg files without having to close and reopen LDCad itself.
+1!
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RE: Thinking about doing a LDCad 1.7 version
#21
(2020-01-14, 14:57)Orion Pobursky Wrote: - The sync name and filename option in the header dialog should be the default
You can set the name sync to default by checking the "Add name to new models" option in any header dialog.

(2020-01-14, 14:57)Orion Pobursky Wrote: - Please move the Export submenu from Views->Editing Views to the File menu
I'll move it as more people seem to have a problem finding it.

(2020-01-14, 14:57)Orion Pobursky Wrote: - Have all the nodes in the source window automatically collapse when exiting nested mode
I'll make it an option.

(2020-01-14, 14:57)Orion Pobursky Wrote: - I'd like a "reload data" menu option that forces LDCad to reload templates, donors, the parts bin, and pbg files without having to close and reopen LDCad itself.
This is a tough one but I'll look into it.

(2020-01-14, 14:57)Orion Pobursky Wrote: - An all-in-one, duplicate and mirror subfile option would be a nice to have
Shouldn't be a problem.
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RE: Thinking about doing a LDCad 1.7 version
#30
Roland Melkert Wrote:
(2020-01-14, 14:57)Orion Pobursky Wrote: - An all-in-one, duplicate and mirror subfile option would be a nice to have
Shouldn't be a problem.

It would be really cool if you could select a subfile and have have LDCad create a new, mirrored subfile. Even cooler would be if you could have it recurse through the child subfiles and mirror them too.
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RE: Thinking about doing a LDCad 1.7 version
#9
(2020-01-13, 20:41)Roland Melkert Wrote: - !DATA support
- !ATTACHTO support

Since both:

https://forums.ldraw.org/thread-23756.html
https://forums.ldraw.org/thread-23683.html

haven't been ratified by the LSB I wonder what your plans are? I would appreciate if you could bring them to a happy ending.

w.
LEGO ergo sum
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RE: Thinking about doing a LDCad 1.7 version
#16
(2020-01-14, 15:41)Willy Tschager Wrote: Since both:

https://forums.ldraw.org/thread-23756.html
https://forums.ldraw.org/thread-23683.html

haven't been ratified by the LSB I wonder what your plans are? I would appreciate if you could bring them to a happy ending.

I wanted to do some experimenting to see if the proposals are rectify worthy.

Especially with the !DATA one I would like to get the feel of things, programming wise, before voting on it.
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RE: Thinking about doing a LDCad 1.7 version
#26
Agreed. Always good to experiment before setting things in tablets of stone!!!
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RE: Thinking about doing a LDCad 1.7 version
#12
(2020-01-13, 20:41)Roland Melkert Wrote: If anyone has some additional ideas this is the time to let me know.

A option in the Clean up... menu, for the file type. (! LDRAW_ORG Model, ! LDRAW_ORG Unofficial Model)
to easier OMRize a file.
If nothing goes right, go left.
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RE: Thinking about doing a LDCad 1.7 version
#14
(2020-01-14, 16:13)Johann Eisner Wrote: A option in the Clean up... menu, for the file type. (! LDRAW_ORG Model, ! LDRAW_ORG Unofficial Model)
to easier OMRize a file.

+1, and/or an option to include this with the header defaults.
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RE: Thinking about doing a LDCad 1.7 version
#22
(2020-01-14, 16:13)Johann Eisner Wrote: A option in the Clean up... menu, for the file type. (! LDRAW_ORG Model, ! LDRAW_ORG Unofficial Model)
to easier OMRize a file.

I'll add a "Force LDraw model type" combo with "No change", "Offical", "Onoffical" options.

But I believe the OMR site also changes them automatically.
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RE: Thinking about doing a LDCad 1.7 version
#27
(2020-01-14, 20:53)Roland Melkert Wrote: But I believe the OMR site also changes them automatically.

I just tested now, the OMR site change nothing.
If nothing goes right, go left.
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RE: Thinking about doing a LDCad 1.7 version
#15
An indicator (* after file name in LDCad window bar as usual?) that current file has been modified and needs to be saved?
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RE: Thinking about doing a LDCad 1.7 version
#23
(2020-01-14, 19:05)Philippe Hurbain Wrote: An indicator (* after file name in LDCad window bar as usual?) that current file has been modified and needs to be saved?

Seems trival but it will not change back to "unchanged" after undo.
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RE: Thinking about doing a LDCad 1.7 version
#28
(2020-01-14, 20:40)Roland Melkert Wrote: If Miguel is ok with it I'll include it.

Absolutely! Let me know if you need extra images to complete it. And if you could also implement the feature of full screen editing with no titlebar I would appreciate. It's always extra space for editing.

From the top of my mind I can remember a few things that I would love to see in 1.7. And please excuse me if some are already available. It always amazes me when someone asks for a feature and Roland just replies: "It already can be achieved by doing this and that... "
  1. Keyword search in Hotkey config! PLEASE! 
  2. Export BOM to csv/HTML (I can help with the HTML formatting and retrieving of the parts images from the web)
  3. Export MPD to a single/multiple LDR file
  4. More OpenGL/LDraw rendering tweaks. I hate the problem with tile 1x1 with rounded end. [Image: sad.png]
  5. Extra info in source window, with toggle icons for color and show/hide, that when click on them would allow you to change those properties. But specially, one of the things I really like in stud.io, that would give you a warning if that part does not exist in that particular color. 
Thank you for this opportunity.
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RE: Thinking about doing a LDCad 1.7 version
#29
(2020-01-15, 16:49)Miguel Reizinho Wrote: Absolutely! Let me know if you need extra images to complete it. And if you could also implement the feature of full screen editing with no titlebar I would appreciate. It's always extra space for editing.
Thanks, you don't have to replace all images, recent versions will use images from the default template when they are missing in the second folder.


(2020-01-15, 16:49)Miguel Reizinho Wrote: Keyword search in Hotkey config! PLEASE! 
I'll will add this. Don't know why I haven't already as the menu editing dialog has one too.


(2020-01-15, 16:49)Miguel Reizinho Wrote: Export BOM to csv/HTML (I can help with the HTML formatting and retrieving of the parts images from the web)
There is a basic csv export of the bin content (new in 1.6c) you could process that into anything you want.
That said a simple html export might be fun too, but many people will probably want to tweak it afterwards so I'm not sure.


(2020-01-15, 16:49)Miguel Reizinho Wrote: Export MPD to a single/multiple LDR file
This can be done by copy in nested mode and then paste into a new model.

There are tools for splitting mpd's but most of them work trough the selection.
Maybe I'll add a generic dialog for mass import/export of mpd/mul ldr.


(2020-01-15, 16:49)Miguel Reizinho Wrote: More OpenGL/LDraw rendering tweaks. I hate the problem with tile 1x1 with rounded end. [Image: sad.png]
That's a tough one, but thanks for reminding of this issue as I totally forgot about it Smile


(2020-01-15, 16:49)Miguel Reizinho Wrote: Extra info in source window, with toggle icons for color and show/hide, that when click on them would allow you to change those properties. But specially, one of the things I really like in stud.io, that would give you a warning if that part does not exist in that particular color. 
Visible/color icons are a nice idea, I'll look into that.

Available colors is something I wanted to integrate in the color wheel for awhile (using a special group).

But it needs some kind of db, and I don't really want to make lots of net requests getting them. My latest idea was to add it to the shadow library.
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RE: Thinking about doing a LDCad 1.7 version
#31
Speaking of color wheel, something I miss is a search function, similar to to level part bin search ..
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RE: Thinking about doing a LDCad 1.7 version
#32
(2020-01-17, 6:29)Philippe Hurbain Wrote: Speaking of color wheel, something I miss is a search function, similar to to level part bin search ..
+1 

I know that we can search by LDraw color number, but don't know this by heart. It would help if we could search by the terms "Light Bluish" instead of just 71
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RE: Thinking about doing a LDCad 1.7 version
#33
(2020-01-16, 23:15)Roland Melkert Wrote: There is a basic csv export of the bin content (new in 1.6c) you could process that into anything you want.
I use that. But then I have to rework it through a Google spreadsheet of mine so I can get the correspondent BL ID and BL Color from the LDraw parts and colors AND combine both to get the LEGO element ID so I can retrieve the correspondent image. It's a complicated process that uses Brickset API for parts information and Ryan Howerter color chart.

You can get the parts info from this URL: https://brickset.com/exportscripts/parts
And color Chart from here: http://ryanhowerter.net/colors.html

Right now it's almost 41.000 different parts and that makes the whole process slow and tiresome.

You can check the file HERE if you are curious. Just enter a LEGO ID (on column B) or a combination of BL ID and BL Color (on columns D and E) to see magic happens

(2020-01-16, 23:15)Roland Melkert Wrote: This can be done by copy in nested mode and then paste into a new model.
Wow! Like I said: it's always amazing to learn something new about LDCad  Smile

(2020-01-16, 23:15)Roland Melkert Wrote: That's a tough one, but thanks for reminding of this issue as I totally forgot about it
Argh! This drives me so mad that I even thought about having my own modified 24246.dat file to prevent this problem (@Philo? hint, hint. nudge, nudge?)
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RE: Thinking about doing a LDCad 1.7 version
#34
Dunno exactly what are your BOM needs. If you need info like BL numbers, it will need an external database anyway. But if you only want a BOM with images, MPDCenter can do that (information->inventory). It uses LDView BOM engine, but pushes it a bit further to generate part thumbnail. That said, I am not against seeing a html BOM generator built in LDCad Big Grin

(2020-01-17, 12:36)Miguel Reizinho Wrote: Argh! This drives me so mad that I even thought about having my own modified 24246.dat file to prevent this problem (@Philo? hint, hint. nudge, nudge?)
Actually this part has been "fixed" for some time, but still on PT, see https://www.ldraw.org/cgi-bin/ptdetail.c...246s01.dat
But a LDCad shading improvement of con0 would be great for some other parts, such as Fabuland torso...
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RE: Thinking about doing a LDCad 1.7 version
#35
(2020-01-17, 13:17)Philippe Hurbain Wrote: Actually this part has been "fixed" for some time, but still on PT, see https://www.ldraw.org/cgi-bin/ptdetail.c...246s01.dat
But a LDCad shading improvement of con0 would be great for some other parts, such as Fabuland torso...

These problem areas all have a single point (shared among many) touching a type 2 line.

So I think the main problem has do with the code only using two shared type 2 points among polygons to generate additional vertices.

I'll have to dig deeper into the code to fully understand the main problem myself, as it's been awhile since I last visited that part of the source Shy
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