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Everything posted by supertruper1988
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Hello, Here is the info from the command prompt when running the blueprint.bat file. Initializing database.. Database is located in: C:\Users\cmiller\AppData\Roaming\Blueprint\database\brickcache.db Cache is up to date (1x2075) Exception in Application start method java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.sun.javafx.application.LauncherImpl.launchApplicationWithArgs(Unknown Source) at com.sun.javafx.application.LauncherImpl.launchApplication(Unknown Source) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at sun.launcher.LauncherHelper$FXHelper.main(Unknown Source) Caused by: java.lang.RuntimeException: Exception in Application start method at com.sun.javafx.application.LauncherImpl.launchApplication1(Unknown Source) at com.sun.javafx.application.LauncherImpl.lambda$launchApplication$155(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path at java.lang.ClassLoader.loadLibrary(Unknown Source) at java.lang.Runtime.loadLibrary0(Unknown Source) at java.lang.System.loadLibrary(Unknown Source) at org.lwjgl.system.Library.loadSystem(Unknown Source) at org.lwjgl.system.Library.<clinit>(Unknown Source) at org.lwjgl.system.MemoryAccess.<clinit>(Unknown Source) at org.lwjgl.system.Pointer.<clinit>(Unknown Source) at org.lwjgl.system.Platform.mapLibraryNameBundled(Unknown Source) at org.lwjgl.glfw.GLFW.<clinit>(Unknown Source) at blueprint.opengl.a.<init>(Unknown Source) at blueprint.opengl.d.<init>(Unknown Source) at blueprint.opengl.b.<init>(Unknown Source) at blueprint.b.b.a.a(Unknown Source) at blueprint.Blueprint.b(Unknown Source) at blueprint.Blueprint.initApp(Unknown Source) at a.a.start(Unknown Source) at com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$162(Unknown Source) at com.sun.javafx.application.PlatformImpl.lambda$runAndWait$175(Unknown Source) at com.sun.javafx.application.PlatformImpl.lambda$null$173(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at com.sun.javafx.application.PlatformImpl.lambda$runLater$174(Unknown Source) at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(Unknown Source) at com.sun.glass.ui.win.WinApplication._runLoop(Native Method) at com.sun.glass.ui.win.WinApplication.lambda$null$148(Unknown Source) ... 1 more Exception running application blueprint.Blueprint
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Not sure about the rest of the questions but I know how to do this haha. If you open up the scene file in a basic text editor you will see this section: # The default material for the plane, a nice blue shade shader { name PlaneMaterial type diffuse diff { "sRGB nonlinear" %PLANE_COLOR% } } Here we define our plane. object { shader PlaneMaterial type plane p 0 %LOWESTPOINT% 0 n 0 1 0 } You will want to comment out the ground plane definition like this: # The default material for the plane, a nice blue shade shader { name PlaneMaterial type diffuse diff { "sRGB nonlinear" %PLANE_COLOR% } } # Here we define our plane. #object { # shader PlaneMaterial # type plane # p 0 %LOWESTPOINT% 0 # n 0 1 0 #} This will mean that only the back ground color will be shown.
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Reminds me of the top gear challenge from a few years back:
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I have found that if you make a private MOC on rebrickable.com, it is much better at helping identify the offending parts. once you have them corrected then you can export from rebrickable to bricklink.
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I really like the solution put forward by Michael Gale on l-gauge.org. You can see them at the bottom of the page here: http://l-gauge.org/wiki/index.php?title=Reference_Instructions Instead of using the large 8x16 tiles, you could easily modify the design to have bricks on the sides all the way across with a mixture of plates to get road markings.
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I would like to have both the single turn out and the double crossover first if possible. I need to have 3 sets for my lay out and haven't taken the plunge to modify TLG ones or purchase the very expensive 7996. I like your switch mechanism a lot better than LEGO's as well. After that I would be interested in some R56 curves that are the same way. In case it wasn't clear before I am meaning to make them like this:
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I have been trying to use this but there are a few quirks which are quite annoying. Is there any way to have the "repeat same item" feature like LDD? I dont want to click a 2x2 piece every time I need to place 100 of them... I wish the interface layout was more customizable. I really like the Render feature and I like the fact I can turn off the ground. I just wish that would also turn off the ground in the render.
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[MOCs] Various American Freight Cars
supertruper1988 replied to Commander Wolf's topic in LEGO Train Tech
If you are ok with using non lego for a small part of it, some folks here have had great luck using some small ball bearings in technic bricks and lift arms. You can seem more here:- 11 replies
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These look great! @Jacek Would it be possible to have these made so that plates could be attached to the bottom? even if there are no tubes to keep everything perfectly inline, I would just prefer to be able to put them down on my ballast.
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[MOCs] Various American Freight Cars
supertruper1988 replied to Commander Wolf's topic in LEGO Train Tech
These look great! I love that well car! It looks like you are modeling about 1:48 and I really like it! Any chance you could do a breakdown of that great truck design?- 11 replies
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Part of the selective compression comes into play for the rail gauge. AFOL's know its wrong but its what we have to work with so we deal with it. if we used the rail gauge as a scale then trains would be 10 studs wide and trucks and cars would be 7-9 studs.
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BrickTracks: different curves, PF/9V compatible
supertruper1988 replied to JopieK's topic in LEGO Train Tech
I honestly thing that we need to get off the ground with the standard gauge because molds for narrow gauge is not worth the price. :2c: The other geometries are nice to have but not critical for operation in L-Gauge. Maybe down the road we can talk about them but for now just some R104 turn outs, shorter straights, and smooth grand curves should be the focus. -
I really like this topic and I have been building in the same scale!
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BrickTracks: different curves, PF/9V compatible
supertruper1988 replied to JopieK's topic in LEGO Train Tech
I would think that if the switches are to be sold in packs they should include everything. So a Switch pack would be: 1x Left Switch 1x Right Switch 2x Turnout curve 2x Siding curve 2x Yard ladder straight -
BrickTracks: different curves, PF/9V compatible
supertruper1988 replied to JopieK's topic in LEGO Train Tech
I too would support a full PF setup with 9V as a stretch goal because there are way more PF trains available now than a few years back. Plus the engine types that can be built with the PF motors adds a lot to die hard 9V guys switching to PF. -
BrickTracks: different curves, PF/9V compatible
supertruper1988 replied to JopieK's topic in LEGO Train Tech
Aweomse! I added a Full Circle of R56 for myself! -
I ordered a couple days after the original post and I got my 50 last night. Hope all works out for you!
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Supported!
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I think its more dependent on your display area and layout size. There is no standard "block". Even in real life a New York City "block" isnt the same as a Chicago "block" or a San Francisco "block" . Hope that helps!