SarahC

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  1. Ah, that's not a good problem to have. It's very hard to diagnose when there's no error messages. Check your "Event viewer" too - under "Applications". I know the program hung, but it may have reported some kind of problem before grinding to a halt. Also - the old "fallback" - are your drivers up to date? It's a long shot, but there MAY be something in your AMD driver that is causing the hang and it MAY be fixed in the latest version. Something else to consider - is 3DPrint the problem, does it crash other 3D programs on your machine if you try loading them up? It's not in development, so if this is the case, and the drivers for your card are up to date, I can't think of anything else to try. (If everything else fails - you should be able to get it running in VMWare Workstation, in Windows 7.)
  2. It's an interesting situation! Hopefully it only occurs just on my machine - I'll do some more looking to see if I can get a concrete reason. I was reading before that "append" needs congruent memory to allocate the space, perhaps something on my machine's chopping it up at boot, because I've even tested just after logging in. I'd almost be certain it's something like you said about the memory requirements, apart from one thing - the VM's only got 4GB, my main rig's got 32GB RAM, which makes me think it's something on my system interfering with .Net.... either a DLL from 3D Max, or a .Net update. I'm not ruling out chopped up memory though, but it looks less likely. When I mentioned "simple" I didn't give the details - it was about 4 bricks - 9K file in 3DXML. Super tiny! I've had success converting 50MB 3DXML files. The 3DS Max installer I notice comes with "resources" -a bunch of things like VC++ runtime, and lots of other things... that could be a suspect too. I think I'll copy the converter over to my work machine later - which is also Windows 10, a Windows update would mean the bug follows me over to that one. If not, and nothing changes in the next few days - it must be something new on my system... 3DS Max is my main suspect.
  3. Hi jamesster! I've just this moment started seeing an error when converting even simple 3DXML files. I installed 3DS Max last night, which is the only change that's happened to my computer (and possibly Windows update changing the .Net files?) The VERY SAME copy of the converter in my virtual Windows 7 machine works fine! The error log file shows the following - the filename is empty?! If this is a .Net update of an existing version (crazy MS!) -this kinda thing's happened to me in the past - other people will start seeing the error too! I've clicked "Notify me of replies" to see if you ever get this message. Initialize engine version: 5.6.4p1 (e67c4b7007d5) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2) Vendor: NVIDIA VRAM: 4058 MB Driver: 23.21.13.8813 Begin MonoManager ReloadAssembly Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\UnityEngine.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.dll (this message is harmless) Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.West.dll (this message is harmless) Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.CJK.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.CJK.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.MidEast.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.MidEast.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.Other.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.Other.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.Rare.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.Rare.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.West.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\I18N.West.dll into Unity Child Domain Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\Ionic.Zip.dll (this message is harmless) Loading F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\Ionic.Zip.dll into Unity Child Domain - Completed reload, in 0.057 seconds Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\System.dll (this message is harmless) Platform assembly: F:\sarah\Desktop\3DXML to OBJ v1.8.0 64-bit\3DXML to OBJ v1.8.0 64-bit_Data\Managed\System.Xml.dll (this message is harmless) <RI> Initializing input. <RI> Input initialized. desktop: 1920x1200 59Hz; virtual: 3840x1200 at -1920,0 <RI> Initialized touch support. UnloadTime: 1.140126 ms No camera moving setting saved (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) No color editing setting saved (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) No variation strength setting saved (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) OutOfMemoryException: Out of memory at (wrapper managed-to-native) string:InternalAllocateStr (int) at System.Text.StringBuilder.InternalEnsureCapacity (Int32 size) [0x00000] in <filename unknown>:0 at System.Text.StringBuilder.Append (System.Char[] value, Int32 startIndex, Int32 charCount) [0x00000] in <filename unknown>:0 at System.IO.StreamReader.ReadToEnd () [0x00000] in <filename unknown>:0 at System.IO.File.ReadAllText (System.String path, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0 at System.IO.File.ReadAllText (System.String path) [0x00000] in <filename unknown>:0 at Manager.Load3dxml () [0x00000] in <filename unknown>:0 at Manager.DoStuff (Boolean exportModel, Boolean weldModel) [0x00000] in <filename unknown>:0 at Manager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Setting up 4 worker threads for Enlighten. Thread -> id: f4 -> priority: 1 Thread -> id: f0 -> priority: 1 Thread -> id: 49a4 -> priority: 1 Thread -> id: 4960 -> priority: 1
  4. Help! I can't get around this plastic cover over my glowing bricks! Every object appears to have a skin... I've created a simple box with the same parameters and it glows fine. #version 3.6; #declare ldd_level_of_detail = 3; #declare ldd_light_color = <255/255,255/255,255/255>; #declare ldd_color_variance = 2.00; #include "ldd_default_colors.inc" #include "ldd_default_materials.inc" #include "ldd_part_materials.inc" #include "ldd_part_bevels.inc" #include "ldd_part_position_variances.inc" #include "ldd_main.bin" #declare ldd_camera_transformation = transform { matrix <0.70710676908493042,0,-0.70710676908493042,-0.40824830532073975,0.81649661064147949,-0.40824830532073975,0.5773501992225647,0.57735037803649902,0.5773501992225647,11.132489204406738,11.132489204406738,11.132489204406738>} #declare ldd_camera_location = ldd_vtransform(<0, 0, 0>, ldd_camera_transformation); #declare ldd_camera_distance = 19.282037734985352; #declare ldd_camera_look_at = ldd_vtransform(<0, 0, -ldd_camera_distance>, ldd_camera_transformation); #declare ldd_camera_angle = ldd_default_camera_angle; #declare ldd_model_transformation = transform { translate <0,0,0> } #include "ldd_3005.bin" #include "rad_def.inc" global_settings { assumed_gamma 1.4 max_trace_level 50 adc_bailout 0.01/2 radiosity { Rad_Settings(Radiosity_OutdoorHQ, on, on) } } //background { color rgbft <255/255, 255/255, 255/255, 1, 1> } light_source { <100,100,0> color 40/100*ldd_light_color area_light 5, 5, 10, 10 adaptive 1 jitter circular orient transform { ldd_camera_transformation } } /* light_source { <-100,100,0> color 40/100*ldd_light_color area_light 5, 5, 10, 10 adaptive 1 jitter circular orient transform { ldd_camera_transformation } } light_source { <0,100,0> color 40/100*ldd_light_color area_light 5, 5, 10, 10 adaptive 1 jitter circular orient transform { ldd_camera_transformation } } */ camera { right -(image_width/image_height)*x location ldd_camera_location look_at ldd_camera_look_at angle ldd_camera_angle } #declare ldd_model1 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-1.2000000476837158,0,-0.40000000596046448}}) #declare ldd_model2 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-1.2000000476837158,0.95999997854232788,-0.40000000596046448}}) #declare ldd_model3 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-0.40000003576278687,0,-0.40000000596046448}}) #declare ldd_model4 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,0.39999997615814209,0,-0.40000000596046448}}) #declare ldd_model5 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-1.2000000476837158,0,0.40000000596046448}}) #declare ldd_model6 = ldd_3005(array[2]{21,0},array[1]{0},array[1][12]{{1,0,0,0,1,0,0,0,1,-0.40000003576278687,0,0.40000000596046448}}) #declare ldd_modelz = union { object{ldd_model1} object{ ldd_model4 pigment{ color rgbf <1, 1, 1, 1>} hollow interior{ media{ emission <1.0,0.1,0.5>*7 } } finish { emission <1.0,0.1,0.0>*7 ambient 1 } } } ldd_modelz ldd_statistics() plane { y, min_extent(ldd_modelz).y texture { pigment { color ldd_colors[1] } } }
  5. Hi! I've just set up LDD to POV Ray, and I'm amazed at the results. Right away I wanted to get some customisation going. I downloaded a light-sabre model, and it looks great, sadly the light beam is dark green. I'd like to add emissive properties to the bar of little discs making the beam. I checked the POV file and the materials are complex - lots of arrays. I did discover the lines of the beam - the clue was there was lots of them, ldd_6143. I'm stuck now - how on earth do I customise ldd_6143 to get a gorgeous emissive green glow? I've found the ldd_finishes.inc, and all_part_materials.inc file...... but I'm stuck. ldd_6143(array[1]{28},array[1]{0},array[1][12]{{0,-1,0,-1,0,0,0,0,-1,20.850440979003906,2.8000795841217041,-0.40000170469284058}}) ldd_6143(array[1]{28},array[1]{0},array[1][12]{{0,-1,0,-1,0,0,0,0,-1,21.810440063476562,2.8000795841217041,-0.4000018835067749}}) ldd_6143(array[1]{28},array[1]{0},array[1][12]{{0,-1,0,-1,0,0,0,0,-1,22.770439147949219,2.8000795841217041,-0.40000176429748535}}) Could someone please help?