Stephan Posted August 22 Posted August 22 (edited) Hello all, Sorry for being absent here. I still haven't completely found my way to introduce everybody to these updates. Hence the errors... On 7/27/2025 at 10:44 PM, PicnicBasketSam said: Hundreds of well done new parts! But I would like to note that the following items listed on the website are not in the files: 1580, 3862, 5975, 5990, 6324, 18843, 37407, 80682, 102291, and the complete assembly files are not included for large molded dinosaur components: 38943, 103471, 103472, 106616. EDIT: Trying to use these parts I've found some bugs with connectivity. The larger Speed Champions F1 wheel 110100 doesn't accept a stud connection to attach hubcaps, 1761 has no connection points or collisions, and none of the minidoll torsos and leg assemblies will connect to each other including the existing legs (part 20379) that worked previously. The two large minidoll dress pieces have not inherited this problem so I have to conclude that the trouble is with the hip joint. More to follow as I check them more thoroughly EDIT 2: The trigger element for generation 2 stud shooters has lost connectivity with the shooter housing Before I roll out the update below globally, please let me know if you find any other problems. 20250822 v1.0 update fix On 8/6/2025 at 5:40 AM, Takanuinuva said: I was just about to ask the same question but also share that the arm used on Eggman is bugged in that the hand doesn't rotate with the arm. Also the fact that the inside of his torso is supposed to be red and not tan Should be also fixed now. The position of the hand was not correct, causing it to actually not being attached. IDs of the assemblies have been updated as well with new known information. Dr. Eggman has also been updated to have the pin holes the same color as the torso. Edited August 24 by Stephan Quote
BrokenEye Posted August 24 Posted August 24 I just discovered a really weird bug, though I'm not sure if it's exclusive to the modded version of LDD or not. I created a custom decal for part 17485 and assigned it the number "000000005", but when I tried to apply it in the program, I couldn't find it. After a bit of experimentation, I discovered that this was because the modded decal "000005" was appearing in its place. I would not expect a computer to confuse those two numbers. Or any two numbers, really. Decals "000000001", "000000002", "000000003", "000000004", and "000000006" worked without issue, but then, there are no decals "000001", "000002", "000003", "000004", and "000006" to confuse them with. Quote
Takanuinuva Posted August 24 Posted August 24 On 8/22/2025 at 11:53 AM, Stephan said: Hello all, Sorry for being absent here. I still haven't completely found my way to introduce everybody to these updates. Hence the errors... Before I roll out the update below globally, please let me know if you find any other problems. 20250822 v1.0 update fix Should be also fixed now. The position of the hand was not correct, causing it to actually not being attached. Names of the assemblies have been updated as well with new known information. Dr. Eggman has also been updated to have the pin holes the same color as the torso. Downloaded the fix and nothing changed. Arms are still bugged and the torso color is still the same. . Quote
suenkachun Posted August 24 Posted August 24 On 8/23/2025 at 1:53 AM, Stephan said: Hello all, Sorry for being absent here. I still haven't completely found my way to introduce everybody to these updates. Hence the errors... Under the “UV Maps” Folder in the Part 5 ZIP File two PNG Images are shown as Plain Black instead of including the actual UV Map Outlines: “79393_1.png” and “98834_1.png”, attempts to manually recreate the Decoration Surface of “79393” using a shape with similar Curved Edges and the only existing Decoration failed as the results did not fill up the entire surface, resulting in border issues (for “98834” the actual Surface is similar to the UV Map Surface thus easier to work out). Perhaps the correctly outlined UV Map Image can explain what I did wrong with the similar shape as there are no external borders to reference, if this Decoration Surface is updated do fix the only existing Decoration too, thanks. Quote
Stephan Posted August 24 Posted August 24 16 hours ago, BrokenEye said: I just discovered a really weird bug, though I'm not sure if it's exclusive to the modded version of LDD or not. I created a custom decal for part 17485 and assigned it the number "000000005", but when I tried to apply it in the program, I couldn't find it. After a bit of experimentation, I discovered that this was because the modded decal "000005" was appearing in its place. I would not expect a computer to confuse those two numbers. Or any two numbers, really. Decals "000000001", "000000002", "000000003", "000000004", and "000000006" worked without issue, but then, there are no decals "000001", "000002", "000003", "000004", and "000006" to confuse them with. Yes, leading 0s are being ignored... Which is absolutely unfortunate. Quote
Stephan Posted August 24 Posted August 24 (edited) 18 hours ago, Takanuinuva said: Downloaded the fix and nothing changed. Arms are still bugged and the torso color is still the same. . if you search for 38628, do you find the arm? 12 hours ago, suenkachun said: Under the “UV Maps” Folder in the Part 5 ZIP File two PNG Images are shown as Plain Black instead of including the actual UV Map Outlines: “79393_1.png” and “98834_1.png”, attempts to manually recreate the Decoration Surface of “79393” using a shape with similar Curved Edges and the only existing Decoration failed as the results did not fill up the entire surface, resulting in border issues (for “98834” the actual Surface is similar to the UV Map Surface thus easier to work out). Perhaps the correctly outlined UV Map Image can explain what I did wrong with the similar shape as there are no external borders to reference, if this Decoration Surface is updated do fix the only existing Decoration too, thanks. Please find the new UV included if you re-download the RAR. The one existing print for it will be updated as well. Edited August 24 by Stephan Quote
BrokenEye Posted August 25 Posted August 25 9 hours ago, Stephan said: Yes, leading 0s are being ignored... Which is absolutely unfortunate. So all I have to do is replace the first 0 with some other digit? Quote
Stephan Posted August 25 Posted August 25 46 minutes ago, BrokenEye said: So all I have to do is replace the first 0 with some other digit? Yep, that should do the trick. Quote
BrokenEye Posted August 25 Posted August 25 (edited) On 8/24/2025 at 9:37 PM, Stephan said: Yep, that should do the trick. Thank god for easy fixes EDIT: Now I feel like an idiot. I just noticed I'd already been using that fix in my previous numbering scheme, and I'd forgotten why I was doing it. Edited August 27 by BrokenEye Quote
Takanuinuva Posted August 25 Posted August 25 20 hours ago, Stephan said: if you search for 38628, do you find the arm? Yes and the hand still doesn't rotate with the arm. It treats the hand as a seperate piece when selecting the arm. Quote
BrokenEye Posted August 31 Posted August 31 Speaking of, I've been (possibly inconsistently) having the same or similar issue with the hands on just the bog standard minifig torsos (76382). Took me a while to notice because I was just re-doing decals, not building, but it's there. This only seems to happen with the regular torsos, NOT the torsos with the dual-molded arms, long arms, various hooks or gloves or other alternate hands, or even the Garmagon-style torso extensions, even though those have the same arms and the same hands. Quote
PicnicBasketSam Posted August 31 Posted August 31 On 8/22/2025 at 12:53 PM, Stephan said: Hello all, Sorry for being absent here. I still haven't completely found my way to introduce everybody to these updates. Hence the errors... Before I roll out the update below globally, please let me know if you find any other problems. 20250822 v1.0 update fix Should be also fixed now. The position of the hand was not correct, causing it to actually not being attached. IDs of the assemblies have been updated as well with new known information. Dr. Eggman has also been updated to have the pin holes the same color as the torso. Everything seems proper with the fix except the molded dinosaurs, those are still missing their assembly files. Quote
BrokenEye Posted September 6 Posted September 6 I've redone my classic Pirates and Space decorations in the new format, which you can find here. I didn't redo the 2x2 tile (which hasn't had its format changed), the flag (which I'm pretty sure hasn't had its format changed) or the pirate captain hat (which I'm unsure about), so I didn't include them in the zip file, but let me know if I should redo those too, or if you'd just like me to reshare them. Spoiler Quote
mon-o-mat Posted September 15 Posted September 15 On 8/25/2025 at 6:37 AM, Stephan said: Yep, that should do the trick. If we are talking about mysteriosly missing parts. 87375 that is supposed to be in 20250111 is also missing for me. I even tried by re-downloading the whole pacakge of new parts but still miss it. Quote
Jason C. Hand Posted September 28 Posted September 28 (edited) Good evening, all, Am having an issue with the minifig torsos in LDD with the hands disconnecting from the arms when using the rotate tool. Link to photo below: Part pictured is part no. 76382. Edited September 28 by Jason C. Hand Quote
BrokenEye Posted September 29 Posted September 29 On 9/27/2025 at 7:56 PM, Jason C. Hand said: Good evening, all, Am having an issue with the minifig torsos in LDD with the hands disconnecting from the arms when using the rotate tool. Link to photo below: Part pictured is part no. 76382. It's been fixed. It's just that you have to manually replace every bugged torso in every one of your builds with a new, non-bugged one from the parts list in order to see the difference. Or that's been my experience, anyway. Quote
BrokenEye Posted November 6 Posted November 6 Could we get a UV map for 87079 (Tile 2x4) in the next update? I thought a big flat rectangle would be simple to decorate, but for some reason it's throwing me for a loop. I've got two decorations, both exactly 1024x1024 px, but for some reason as far as I can tell they seem to apply themselves differently. Quote
suenkachun Posted November 6 Posted November 6 (edited) 14 minutes ago, BrokenEye said: Could we get a UV map for 87079 (Tile 2x4) in the next update? I thought a big flat rectangle would be simple to decorate, but for some reason it's throwing me for a loop. I've got two decorations, both exactly 1024x1024 px, but for some reason as far as I can tell they seem to apply themselves differently. This Element is one of many which now decorates multiple surfaces at once, in this case the main surface on top and the four side vertical surfaces as well, so a regular Maximum Square will no longer work. For now check the “UV Maps” Folder supplied with recent Custom LDD Updates and there should be a rough PNG Image of 87079 in there, I can post the SVG version shortly for better exact Pixel Measurements once my Laptop loads (currently replying on Mobile). Edited November 6 by suenkachun Quote
suenkachun Posted November 6 Posted November 6 2 hours ago, BrokenEye said: Could we get a UV map for 87079 (Tile 2x4) in the next update? Here is the SVG Version of the Part 87079 UV Map with bonus Dimensions information listed below. Front and Back Vertical Surfaces: Original Maximum Dimensions 83.2125 Pixels times 952 Pixels, Compress shorter side to 74 Pixels. Two Side Vertical Surfaces: Original Maximum Dimensions 83.3 Pixels times 476 Pixels, Compress shorter side to 74 Pixels. Remember not to change either longer side or crop any shapes, all other Measurements are accurate as listed in the SVG. Quote
BrokenEye Posted November 7 Posted November 7 5 hours ago, suenkachun said: This Element is one of many which now decorates multiple surfaces at once, in this case the main surface on top and the four side vertical surfaces as well, so a regular Maximum Square will no longer work. For now check the “UV Maps” Folder supplied with recent Custom LDD Updates and there should be a rough PNG Image of 87079 in there, I can post the SVG version shortly for better exact Pixel Measurements once my Laptop loads (currently replying on Mobile). Thanks. I figured it was something like that, but I was having a devil of a time trying to eyeball it. Quote
Jason C. Hand Posted November 14 Posted November 14 Hello all, Newbie request: Need help adding colors to the Color Selector palette. Quote
suenkachun Posted November 20 Posted November 20 (edited) On 11/15/2025 at 1:27 AM, Jason C. Hand said: Hello all, Newbie request: Need help adding colors to the Color Selector palette. If I am not mistaken, the Colour Selector Palette is the one in LDD Extended under the “Paint Tool (B)”, this should be identical to the main Colour Palette accessed from the base of the LDD Extended Brick Palette, so changes must be made to the main Colour Palette for them to show up in the Colour Selector Palette. I am planning a separate post to explain all Colour-related Menus and Programme Files later, but the following brief information should help for now. Also remember that not all Colours added in each new Custom LDD Update are enabled to avoid both Colour Palettes from becoming too tall, some will simply be part of specific Assemblies and Bricks. If the goal here is to add a new Custom Colour into LDD, the four Colour-related LDD Programme Files need to be modified, then add the Colour’s English and German Names to each corresponding Colour Name File. EDIT: If certain Colours are out of bounds, it’s probably due to the “Display Scale” Settings in Windows. The recommended one is usually “150%” then there is “175%”, which are both too large personally. The next best one is “125%” which is quite ideal, but always set as “100%” to fully display all rows of Colours in LDD. Edited November 21 by suenkachun Quote
suenkachun Posted November 23 Posted November 23 (edited) How To Manage And Use LDD Colours This Post will introduce everything Colour-related in LDD on Windows (latest 10/11), including details of Programme Files and how to add Custom Colours into LDD, hope that this will be useful for all and thanks for stopping by. There are three main Colour Palettes for each Mode in LDD plus a Colour Selector Palette in LDD Extended under the “Paint Tool (B)”, all changes are usually only for the LDD Extended Colour Palette (identical to the Colour Selector Palette). Go to “C:\Users\Username\AppData\Roaming\LEGO Company\LEGO Digital Designer\db” to find “Materials.xml” and “CurrentMaterials.xml”, both can be opened using any Text Editor. “Materials.xml” is the backbone File for all LDD Colours, where each Colour has its “Material ID”, “RGBA” Values and “Material Type” listed using the following format (excluding the Blank Spaces in front): “<Material MatID="WWW" Red="XXX" Green="YYY" Blue="ZZZ" Alpha="255 or 150" MaterialType="shinyPlastic or shinySteel"/>”. “Material MatID” is the official TLG Colour ID with 1-3 Dights, “Red”, “Green” and “Blue” are the “RGB” Colour Values always between 0-255, “Alpha” is the Transparency Value set as either “255” for all Solid Colours and “150” for all Colours with Transparency, “MaterialType” defines the type of Colour Material either “shinyPlastic” or “shinySteel”. “CurrentMaterials.xml” defines the Number of current Colours in LDD actively used by TLG, categorised into “Solid”, “Transparent” and “Metallic”. The remaining ones are considered retired by TLG and placed under “Legacy” (first found in the “MaterialSelector.xml” File introduced below), with the following format used (excluding the Blank Spaces in front): “<Material MatID="XXX" />”. “Material MatID” is again the official TLG Colour ID with 1-3 Digits. Go to “C:\Users\Username\AppData\Roaming\LEGO Company\LEGO Digital Designer\Palettes\LDDExtended” to find “MaterialSelector.xml” (also opened with any Text Editor), which further defines how Colours are shown in LDD Extended, as listed using the following format (excluding the Blank Spaces in front): “<Material id="XXX"/>”. Once again, “Material id” is the official TLG Colour ID with 1-3 Digits while some entries hide their Colour Names at the end after two Regular Spaces as follows: “<Material id ="423"/> <!-- Umber Brown -->”. Go to “C:\Users\Username\AppData\Roaming\LEGO Company\LEGO Digital Designer\db” and locate the “MaterialNames” Folder, where the “localizedStrings.loc” File under the “EN” Folder contains all English LDD Colour Names, while the “localizedStrings.loc” File under the “DE” Folder contains all German LDD Colour Names. Both Files should be opened with the programme “Notepad++” (for more information and to download, visit: https://notepad-plus-plus.org/), since it can successfully insert the “NULL” Character used in “.loc” Files (thus no regular Spaces are used except within Colour Names). Each Text starts with the Number “2”, then “NULL”/“MaterialXXX”/“NULL”/“Colour Name”/“NULL”/“MaterialXXX”/“NULL”/“Colour Name”/“NULL”/etc. (always ending with a “NULL” Character), where “XXX” is again the official TLG Colour ID with 1-3 Digits, additional Naming Rules for both Languages are listed below. Spoiler For the English version: always Abbreviate “Transparent” to “Tr.” [except for the original “40 Transparent”, “307 Transparent (Label)” and any “Transparency”], “Fluorescent” to “Fluore.” and “Phosphorescent” to “Phosph.”, do not Capitalise the “w” of “with” and the “f” of “for”, “Glitter” must always have “with” in front except for “327 Glitter 2%”, avoid Brackets, for any “Multicombination” always use “W.Multicombination [XXX Colour Name & XXX Colour Name]” where “W” is currently a Single Digit between “1-6” and “XXX Colour Name” must be identical to each corresponding Colour Entry. For the German version: also Abbreviate the same three Words as the English version, “Rötlich”=“Reddish”, “Gelblich”=“Yellowish”, “Bläulich”=“Bluish”, “Dunkel”=“Dark”, “Helles”=“Light”, “Klares”=“Bright”, “Kalte”=“Cool”, “Flammen”=“Flame”, “Transparenz”=“Transparency”, “mit”=“with” (no Capital “m”), “für”=“for” (no Capital “f”), minimise Hyphens and Brackets except when also present in the English version, for any “Mehrfachkombination” always use “W.Mehrfachkombination [XXX Colour Name & XXX Colour Name]” with the same format as the English version. The initial pair of Colour Name Files provided by TLG were not perfect, with missing entries on both Sides and a few incorrectly translated German Names. Since the release of Custom LDD Updates, both Files have also been updated each time new Colours were added. The most up-to-date LDD Colour Files for the July 2025 Custom LDD Update can be downloaded from Dropbox here, also including a slightly modified version of the “Materials.xml” and “MaterialSelector.xml” Files plus a Change Log File. Simply Download the ZIP Folder and extract all content after opening the “File Properties” of the ZIP Folder and unblock it before use, since Windows might treat Files as harmful ones from other Computers once modified or Downloaded, then directly Replace all relevant local Files. The ZIP Folder is scheduled to be updated soon, after the release of the next Custom LDD Update on November 30, 2025, which will introduce a single new Colour “428 Earth Blue V.3/Blau Erdfarbe V.3” into LDD. Using the current LDD Extended main Colour Palette Layout, the best location to add Custom Colours in LDD Extended is at the end of the “Solid” section on top, with five available spaces at the end of the last Row. First modify the “Materials.xml” File by typing in new entries (also add at least one Blank Row before to make a new Section) after the current ones using the same formats, then set “Alpha” as “255” or “150” and “MaterialType” as “shinyPlastic” or “shinySteel” accordingly, while the “Material MatID” should be set as a random large Number such as “500” to minimise the chances of it being used by TLG in the future. Once complete, modify the “CurrentMaterials.xml” File by typing in new entries (also add Blank Rows before to make a new Section) after the current ones using the same format, otherwise the new Colours will all be automatically placed into the “Legacy” Category by default and not appear in the LDD Extended Colour Palettes “Solid” section. Next, modify the “MaterialSelector.xml” File by typing in new entries (also add at least one Blank Row before to make a new Section) in the first section before “<!-- Legacy -->” after the current ones using the same format. Finally, add the English and correctly Translated German Names of each new Colour into the corresponding “localizedStrings.loc” File, after the final “NULL” Character at the end of each Text add “MaterialXXX”/“NULL”/“New Colour Name”/“NULL”/etc., always ending with a “NULL” Character. Each time a new Custom LDD Update containing new Colours is released, the Updated Colour Files included in the ZIP File “LDD Latest Colour Files.zip” on Dropbox will be merged with the new versions provided within the Custom LDD Update Files, most likely the new entries will be checked for mistakes then fixed and manually added to the Dropbox Colour Files before the new version of the Dropbox ZIP File is released. For any personally added Custom Colours, always install the latest Dropbox ZIP File first, then manually add back all Customisations. Edited November 23 by suenkachun Quote
Jason C. Hand Posted November 23 Posted November 23 @suenkachun Thank you for this information! Will see if I can implement it later. May I make a small part request for the next update? 37777 Torso Large, Long Coat with Molded Pockets, Broad Lapels, Red Shirt, Reddish Brown Vest, Black Belt with Silver Buckle Print Quote
Takanuinuva Posted November 23 Posted November 23 I'd like to see this part in a future update https://www.bricklink.com/v2/catalog/catalogitem.page?P=7052&idColor=11#T=C&C=11 Quote
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