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  1. In part bin all editable models have a 'wrench' icon in the right bottom corner of the cell, if you click that it opens that model for editing. In models them selves you can double click submodels to edit them. 'end' returns you to the previous model and ctrl+end goes to the main model of the current model's (mpd) file. If you also want this behavior for parts you need to enable the 'prefs/editing/parts editing/part (shadow) editing' option. To remove items from the bin you need to edit the pbg files located in %appdata%/LDCad/partBin/default, see also:
  2. Points get added based upon the current one. In the status bar you'll see a point number when hovering over an existing one, using that make sure you select the last one (number 4 in your latest image). While the last point is selected press the ins key to add a new one. Rotating the point like the second one in your image is only needed/useful when working with things like chains in order to align e.g. gear tooth's. And even then only the first one will have any effect on the generated part. ps: make sure the editing grid is set parallel to the band's surface/point circles before you press ins.
  3. roland

    [WIP] Lego Super Car

    A rubber band tutorial is available: The reason they don't show up is because studio doesn't seem to support mpd's with embedded parts. You might fix that by saving the band into a separate file (LDCad asks this whenever you use a template), besure to name them something .dat and then place them in the custom parts folder of studio.
  4. I don't mind the hack, but it isn't necessary. There are options for this in the LDCad.cfg file. It is located at the main exe's location for installed version but you can also create one for the standalone version aslong the .cfg has the same name as the exe (e.g. LDCad32.cfg if you're using LDCad32.exe) The file controls some environmental options like where to find the user depended stuff etc. It's default contents only hold things that differ from the default, but all other options are documented here: The ones you're interested in are " ipcIDStr " and " useSingleInstance" Use useSingleInstance=false to disable the feature. Use different text for ipcIDStr to allow different versions of the program to run at once but still keep single instances of each of them.
  5. You can use any LDCad generated part in studio by storing them in separate files so you can put them in the custom parts folder of studio. See also Philo's tutorial:
  6. You can make a custom generated spring, by stripping one of the shock templates. Don't forget to disable auto grouping (edit/grouping/clear auto groups) or switch to group layer 0 (top right panel) first. Or make a spring from scratch using "file/new.../spring" combined with the "special/spring parts" group in the bin (crosses cell/big spring cell).
  7. I tried some of my tricks from this thread: But the file seems to be far more corrupt, I don't think it's even part of a zip just random stuff.
  8. I released the 1.6c version. It's mostly bug fixes but also some minor new features like: File cleanup templates Part bin export Scripting api extensions (I also decided to open up the lua 'io' module. Some new scripted macros including some MLCad 'HIDE' tools. New, 1802, templates, also tweaks some existing ones to be more consistent with their static counter parts. Snap and mirror info for, most of, the 1802 library. Download it at the usual place: You can also use the windows setup version to upgrade the version installed by the LDraw All-In-One installer, given you used that program's default installation location.
  9. Latest version work fine for me. Are you on Windows 10? Because the help is a chm file which can be problematic on windows 10. But the program is very easy to use, just drag stuff from the bin at the right into the grid. It uses its own library though, so the newest LDraw parts need to be added by the author or manually (collection of gifs).
  10. yes but each time you press the key it will do an additional mutation. So pressing an arrow key 10 times with 1 degree stepping will do 10 matrix mutations on the selection. While using the editing pin or rotation dialog the 10 degree mutation will be applied in one go. This isn't necessary a bad thing, but on large models this can result in 'messy' coordinates (like 20.001 or 19.999, instead of 20) inside the final ldraw file.
  11. Currently it will only accept 0.5 when below 1.0 Also the chosen step must be able to add up to 360 (so e.g. 1,5 would be ok but 3.5 not) But in practice you should use larger steps only (e.g. 90 deg) while rotating with the keyboard as it WILL introduce rounding errors in the long run. It's better to do precision rotations with the rotation dialog (ctrl+r) so it will be applied in one matrix mutation.
  12. FYI: I'm not sure if I will ever support metal (or native macos for that matter) with LDCad as I currently don't have a apple system available. I do consider adding Vulkan support in LDcad 2 though, but I don't know if apple plans on supporting that ether.
  13. LDD will stop working on Mac os sooner or later, as Apple dropped native OpenGL support. There are some OpenGL simulation layers out there (e.g. moltenGL) but I'm not sure they work with LDD as they don't deliver the full spec (e.g. ES only). Otherwise you could try Wine with the Windows version of LDD, as It (recent version) also includes some sort of simulation to enable OpenGL on top of Metal I think. Not sure about that but my LDCad (also needs OpenGL) seems to work find with it as far I know.
  14. You can 'flatten' a mpd using LDCad by: - go into nested mode (press the N key while inside the editing area), - select all (ctrl+a) - copy (ctrl+c) - paste it (ctrl+v) in a new model (or even notepad or something)