Eurobricks Knights
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About hrontos

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  1. Since PF support only 4 channels, would it make sense to put as a limit, that only 2 channels can be used? So that two battle bot could really fight if they meet. Without this limit robot using more channels could fight with other robot. And of course some equivalent limit in SBrick category would fair - but may be it is desired to emphasise SBrick advantages by not having this limit in SBrick category.
  2. This part (16709) was really removed/changed in recent brickset. There are two workarounds for this error. First (really simple): Delete all generated includes, LDD2POV-Ray will generate needed includes again. Advantage: it's simple. Disadvantage: you will not be able to render old pov files without converting corresponding lxf file again, because there might some missing includes, since the include files are generated only during conversion and only for bricks in lxf. Second (almost as simple as the first): Modify ldd_brickset_index.xml in includes directory. Look for <ldd_16709 brickset="?" library="?" /> and remove that element. The converter will stop trying to extract this part from the brickset. I will make a fix in the converter to support this case and avoid interuption of the conversion. This checkbox has only one purpose: to avoid generating includes during repeated model conversion. For generating includes it is necesary to open LDD brickset. But when LDD is running, brickset is locked and cannot be opened. When you need to adjust a model view or do similar minor change in your model, it is anoying to open and close LDD repeatedly just to allow conversion. So this checkbox might be helpfull.
  3. The guide has to be complete. If even one single brick is omitted, LDD will generate it's own BI once again.
  4. If you want to debug your light setup, simplify your model. Leave there only important bricks, leave out may be 90% of those less important. This will save you parsing time for debugging. Parsing is done only on one CPU core so power of the machine have almost no impact on parse time. The light definitions you mentioned are point lights, not spot lights. Look into POV-Ray's help to see what you need to define a spot light (position, direction, cone size, etc.). It is quite tricky to make it look like studio light. If you want more realistic lighting, try to find on the internet some sky sphere HDR image with studio lights setup. This may produce much better result than experiments with spot lights.
  5. To get dull look of bricks declare your own shiny plastic finish: #declare ldd_finish_shinyPlastic_255 = finish { ambient ldd_ambient_light_color #if (version>=3.7) emission ldd_ambient_light_color #end diffuse 0.6 brilliance 1 phong 0.3 phong_size 20 specular 0.4 roughness 0.02 reflection { 0.0 } conserve_energy }
  6. Yes, those fluorescent materials are not so well defined. Standard transparent are better.
  7. What material ID did you used?
  8. Since I like LEGO as a building toy and not as a collector, the storage of the books is not that important. What I like about the separate books is at least some possibility to distribute them among my kids and let them help me building the model (or they help each other) by building submodels of the main model from different books. They do not argue and we have a family fun. But I admit that this is a really rather specific advantage.
  9. Delete the ldd_brickset_index file (or complete content of the LDD Includes folder), converter will generate a new one. By default, when there is a new brickset version, LDD2POVRay generates a new version of an every include generated in the past to provide latest and up to data for all your previously converted bricks and models. Problem is, when a part is removed from the LDD brickset by the LDD team. Converter treats it as a brickset error.
  10. The point you are missing is that in case of technic and pins you have to calculate distance from the middle of the pin hole. So L beam with 4 holes is 1 hole "shorter". Use 6, 5 and 4.
  11. Delete the content of the LDDIncludes folder. It will be generated again. Include for that part is there and LDD2POVRay tries to update it (without success since the part is not in the LDD).
  12. I am glad it works for you. Nice first render. You can try higher resolution, without antialiasing and resize down using bicubic resample. It should help you to get rid of the aliased/jagged edges.
  13. 1. db.lif path has to be expanded. This means that %AppData% has to be expanded to a real path. Put it into windows explorer (not web browser) as a folder path and it will open it for you (or use Run command). 2. Output path cannot be within Program Files folder, because windows do not like writing data there (it requires admin rights). Use some other location (either as subfolder of the folder where db.lif is stored or any other).
  14. Welcome to Eurobricks noodles. 1. If this point fails, it does not makes sense to use the converter. Installing CBFS itself does not help, as the driver is bound to the application. I would like to see how your converter screen looks like. Do you have admin priviledges on your computer? What windows version are you using? 2. Where did you created that folder, when you do not have an access there? 3. This is a consequence of the point 2. 4. Without includes this will not work.