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Everything posted by SylvainLS
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Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
Random colours? Done. But you won’t like it: the colours are computer-random, not human-(non)random. The bigger the wall, the more uniformly spread they are (use black and white and you get “newspaper grey”). -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
Height variation option has been added. A few improvements too (corrections, texts, input, error reporting…). I’m not happy with the results yet: a flat top may look unnatural (though Lego-like) but a “varied” top looks roof-like, especially without plants (as the plates are all parallel). I tried to add a bit of simple “noise” but it doesn’t work well often enough. Of course, one solution would be to make a complete “rolling hills” generator for the top but making a complete world was not the goal of the script -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
@Mylenium That’s exactly what the sentence you quoted says: this script doesn’t make Pays de Caux or Dover-like cliffs, as those have clearly defined horizontal strata and their tops aren’t flat (though the top of this one looks pretty flat to me ). Actually, most of the real cliffs anywhere have mostly horizontal or at most oblique strata, very rarely vertical. But I didn’t invent the vertical slopes technique, it’s a rather common one. And this script just started as a test to prepare the build of a rock wall / building base with this rather simple technique. The grass on top and the sea below were added to give some context, and then the ball was rolling and came the path and the caves. And, in the end, the results look pretty neat, don’t they? I believe they can even look like the Dover cliffs if you choose the right picture to compare them to -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
Never seen Étretat? Well, Étretat’s cliffs have very defined horizontal layers and the top isn’t that flat. Plus there’s the Needle…. Okay. You’re right. Now, “collapsing” areas might give better results than piling things on top but, as most of the features, the grass and the plants were an afterthought, just to better see the cliff, so collapsing will mean rethinking how they work. Well, I’ll let the idea simmer a bit and see what I can do. -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
@pennyforge Simple functions often works wonder. There’s a lot of landscape generation techniques that are just a very simple action repeated “enough times” and with a bit of randomness. Then, as I said earlier, you can spend your life tweaking a distribution here, a probality there @supertruper1988 I found a bit of time “between the pear and the cheese”, corrected a few glitches on paths, and implemented multi-coloured rocks. You can now give a list of colours, and you can weight them (“L,M,N” means equal strata for L, M, and N; “L,M:2,N” means 25% L, then 50% M, then 25% N). -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
I meant that this one is okay (though thinking about it, you could just as easily repaint the bricks in a CAD, each line is in its own step) but other requests will have a great chance of being summarily disregarded -
I think you can just stretch it a bit and cut the sides. I quickly tried a render with Studio here but it would be very much better with well-placed lights in the transparent parts.
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Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
I just saw it. But why stop at 2 colours? It would add several parameters (a list of colours and altitudes) but it should be doable in a short time. I’ll look into it this week-end. Now mind, there are many other options that could be added (objects, plants…) or parameters to manipulate (all the probabilities to tweak…) but I think there are many options as it is, so I’ll let the courageous ones tinker with the code. @pennyforge Sorry for the thread-jacking -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
@Philo Thanks. I’ll try The algorithms are actually quite simple. The main one goes column by column, piling bricks on top of each other, and checking it idoesn’t go too far (“bumpiness”) from the neighbour columns. It’s mostly linear (in O(height×width)). Making a path is just “pushing” a column to the back (pushing the neighbours a bit too), then advance, maybe turn, maybe climb, until we reach the top. Making a cave is making a hole and smoothing its borders. The Pebble line is a simplified, horizontal version, and the sea line is even simpler. I never tried really big cliffs because the LDraw programs can’t load them (not enough memory, especially for LDView) It might go all wrong (and just doesn’t produce anything) depending on the parameters (which aren’t really checked). But the result is generally buildable (maybe a glitch here or there). The result could also be simplified by replacing/merging bricks. @supertruper1988 Durn! Javascript already has a lot of pitfalls but adding browsers peculiarities makes me ask “Why? Oh why?” so many times -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
Ah yes, it doesn’t seem to work on Chromium/Webkit browsers. I only tested in Firefox Looking into it ASAP. EDIT: Guh, I found the (stupid) problem: I had not correctly removed a useless parameter. New version uploaded. Edit 2: Needless to say, it didn’t work in Firefox either, it was a last minute, untested because so simple and hence fatal, change -
Computer Generated Lego Landscapes
SylvainLS replied to pennyforge's topic in Digital LEGO: Tools, Techniques, and Projects
Nice. Your post reminded me of a script I made a few years ago that generated cliff landscapes like this one: (higher resolution) I translated it in Javascript (for portability) and it’s available here (licence GPL 3+). -
Update 2019-10-03 Added: 11062 / 11062.dat Support 2 x 2 x 7 Lamppost with 4 Base Flutes 13195 / 13195.dat Minifig Head Yoda with Curved Ears Type 2 15407 / 15407.dat Minifig Hand Armour with Two Studs 19179 / 19179.dat Minifig Blade with Bar and Three Spikes 28925 / 28925.dat Boat Hull Floating 16 x 8 with Dark Bluish Grey Deck 98341 / 98341.dat Ring 4 x 4 with 2 x 2 Hole and 4 Arrow Ends 98562 / 98562.dat Constraction Chain Link with Peghole 98564 / 98564.dat Technic Bionicle Thornax Launcher Half 1 x 7 98570 / 98570.dat Constraction Shell Chest Badge "H" with 2 Bars md5usm: 1ac670d442547dd3b80c13fa7c1624dd
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No, I didn’t make higher definition renderings of this MOC, those renderings were just tests. Now, if you want the LXF, I believe it’s worth… (puts his pinky to his mouth) 1 million dollar!
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LDD 4.3.12 update could be possible??
SylvainLS replied to CorvusA's topic in Digital LEGO: Tools, Techniques, and Projects
Yes, remove 4.3.12 and install 4.3.11. Read this thread if you have problems (there also is a link to a 4.3.11 installer if you need one): -
lego digital designer install problem
SylvainLS replied to dgfdhf's topic in Digital LEGO: Tools, Techniques, and Projects
4.3.12 solves the Flash issue but comes with an outdated bricks library AND is not able to update it afterwards. Best is to keep 4.3.11: use one of the solutions in this thread to install it. -
Update 2019-09-12 Added: 11439 / 11439.dat Minifig Sword with Jagged Edges 13786 / 13786.dat Animal Cat Standing Looking Forward 24779 / 24779.dat Minifig Tail Duck (funny bug: LDD only wants to connect it upside-down) Rematched: 30151 / 30151a.dat Cylinder 2 x 2 x 1.667 with Dome Top 44301 / 44301b.dat Hinge Plate 1 x 2 Locking without Groove with Single Finger on End Vertical Importable: 30151.dat ~Moved to 30151a 44301.dat ~Moved to 44301 44301a.dat Hinge Plate 1 x 2 Locking with Groove with Single Finger on End Vertical md5sum: dec431d355293d9a630a406ccbb656c9
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Ah, so MEL (Maya Embedded Language) Scripts. I guess a part of the phrase/process was lost somewhere, maybe even only a little “and” (as in “we use LXFML, LEGO eXchange Format, and MEL Scripts”). What’s irksome is that everybody just repeated/republished something that makes no sense. I know everybody can’t be a specialist in everything but I had hope they could at least read and spell But that’s the old fart I’m becoming speaking. Both initiatives are commendable and very welcome.
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Rather “LEGO Exchange Format Markup Language.” I mean, that’s what ML stands for with XML-related formats. The author didn’t even blink at the fact that “Mel Script” would give MS, not ML, whatever “Mel” might mean. Shoddy writing. Oh, boy. I see now there’s an article on Brickset too: https://brickset.com/article/45465 , with about the same content. I guess it’s LEGO marketting who can’t get its facts right and everybody just repeating without a tiny bit of distance. I feel old.
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Stud.io to LDD export?
SylvainLS replied to david4662's topic in Digital LEGO: Tools, Techniques, and Projects
You need to go through the LDraw format: export in ldr in Studio and then import the ldr in LDD. Several problems: If you have groups, Studio exports an mpd, you need to flatten it (you can try mpd2ldr.html). Of course, the groups are lost. You need an up-to-date ldraw.xml file in LDD (see this thread). I’m also not sure if Studio exports pure standard LDraw (that is, only uses the parts in the Official LDraw Library) or not (like, e.g. using custom/renamed parts). So parts could be imported in the wrong position and orientation, if at all. As Matthew says, a lot of parts are not in LDD. So some parts won’t be imported at all. You can also look in this forum about importing LDR in LDD. At best, you’ll lost grouping, steps, and some parts, and need to tweak a lot of things, both ways. Bad idea for a collaboration. -
There sort of is: it only works in the current submodel, so you’ll have to do it for each submodel! And even if you could remove all the parts easily, when you add the replacements, they will all be in the same submodel, AND in the same step! That would totally screw up the instructions and the model’s structure. You’ll have to move each of the new parts in the correct step in the correct submodel again. Gah! The feature has been asked on the dedicated forum. Maybe it will come one day…. Now, on the other hand, “remembering” a “forgotten” ZIP file password is not that difficult (can be a bit long). The public diffusion of the password could be a problem though (maybe not in EU because it’s about interoperability but there’s the stupid DMCA in the USA, and maybe Eurobricks’ “fair play” policies?).
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Update 2019-08-10 Added: 19730 / 19730.dat Minifig Helmet Square Head 20455 / 20455.dat Windscreen Hemisphere 9 x 4 x 7 with 4 Hollow Studs on Top 28551 / 28551.dat Minifig Hair Bushy Swept Back 93575 / 93575.dat Constraction Hand Clenched with Four Fingers and Axle Hole Rematched: 44567 / 44567b.dat Hinge Plate 1 x 2 Locking without Groove with Single Finger On Side Vertical Importable: 445567.dat ~Moved to 44567a 44567a.dat Hinge Plate 1 x 2 Locking without Groove with Single Finger On Side Vertical md5sum: 4cd142dd8c75cbcd7b2d0c77740f6c77
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If I understand correctly, you’re asking how to convert an LDD project to LDraw. You have several possibilities: In LDD: File | Export model | choose LDraw file type (*.ldr). Look at the first post of this thread to use the updated ldraw.xml. Import in an LDraw CAD. Or use lxf2ldr.html
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LDD 4.3.12 update could be possible??
SylvainLS replied to CorvusA's topic in Digital LEGO: Tools, Techniques, and Projects
Installer and LDD.exe are still 32 bits.