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msx80

Eurobricks Citizen
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Everything posted by msx80

  1. i can confirm that each brick in LDD is the whole mesh without primitive or anything (that's explain the 700+ MB of database, against the much smaller LDraw db), so to find the studs one have to either point them manually for each possible brick or to program an analyzer that detect stud-like circles in bricks geometry. Anyway, i don't think that a 3d logo is the way to go, it would multiply exponentially the number of vertices in the model. Probably a texture is better. How does LDD2Pov do it?
  2. no i can't send pm to you either. no need to clutter this thread with tecnicalities, write me at REDACTED (and you can write in italian if you prefer :))
  3. Cool! Do you have some experience with command line and java? Send me a pm! Thanks :) Actually the slowness depends on the amount of images the program has to regenerate. Moving a single step left or right has to regenerate just two images, while moving a submodel can affect a huge number of images (becouse it affect parent/children submodels too). Actually the code is very unoptimized, it just redraw the whole view (all images) :P I can optimize it to just redraw between the start and end steps, which would be a good improvement.
  4. Hi guys, i've been i've been not reading the thread for a while :P But i've been working on making some basic parameters editable without touching the scene file. Here's how it will look like. Is it ok? :)
  5. Yeah programming language flames are all over :) Btw i also loved Object Pascal, Delphi was a super IDE. Made some videogames back then, i frequented Pascal Game Programming and other community :) Thanks! Great to hear some compliments :) About your requests: This will definitely happen, but first i have to finalize how page layout will work. That part need some serious redesign. It can be done :) Yes, others proposed that too.. It's actually a little complex to do becouse step boxes doesn't receive focus, so there's no obvious way to tell which step should rotate (and no obvious place to attach the keyboard callback). But i'll think something
  6. Yeah, you're totally right. Btw i love Java, never said i don't like it, it's currently my favourite language. I think it's a little more wasteful than it needs to, but up to an acceptable limit. But JavaFX.. man it sucks up a LOT of memory. Btw, i located two people who could lend me a mac.. I hope to deliver sooner or later :)
  7. the lava turned out awesome. Great story too :)
  8. wow, that's some super moc. I like the wheel assemblies, the front arms, che composed canopy. All great. And you rushed it?? :)
  9. wow, that ship is so sleek and compact, i love it! great base too!
  10. Location: F03 - Forring Tags: Vehicle Ok, since your piloting licence have been stripped due to "resounding incompetence", you've been assigned to a simple driving mission. Sigh, ok.. What should i do? Just drive this truck down from here, the main base on Forring, to the outpost in sector 4. What? This thing? What is it, a laser cement mixer? No, it's an Octan Death Ray truck. It's a super powerful weapon, that's why the it's needed in the outpost. Still looks like a cement mixer to me. Well, since you're surely not firing it, it may well be. Now move on! Yes sir! What is this button over here? Don't touch any button! I bet it will start mixing cement! Click! No! you armed the death ray! Ok ok, i'm closing it.. maybe it's this other button? Aaaahhh! Stop pushing buttons! Looks like Forring just lost a moon. To be continued..
  11. As bublible said, colors are affected by many things. Try making a stronger color (more saturated). Indeed i don't know why i doesn't work, i guess the problem could be JavaFX, the recent brand new graphical toolkit of java. Still searching for a Mac :) Great screenshot! How did you achieved "correct glass transparency (no more too dark glasses)" ? You changed the code or found some magic parameters ?
  12. a masterpiece review for a masterpiece set! It's incredible how complex this technic models have come
  13. It's a pity to have errors in the timeline..that's the kind of things that come back biting. Are you sure nothing can be done?
  14. This is the best way to approach the problem, probably. The code has some problems, but if you say it works now, i guess you've corrected them. Please let me see the code so i can check if it works before including it in the program.
  15. I've noticed this one, i haven't tried it anyway. http://blenderartists.org/forum/showthread.php?305718-Sunflow-0-07-3-exporter-for-blender-2-68 To convert a 3x3 matrix in a 4x4 usually you just add 0 in the right and bottom, and 1 in the right-bottom corner. Note that a 3x3 matrix usually only hold rotation, not position. Great idea, i'm totally in with the wiki. My user there is msx80 too, i'll see if i can contribute :) Great job with the pages you entered, looks great I'll look into this but it's not exacly how that work, objects only have one transform which is a mix of position and orientation. The matrices need to be multiplied to do what you want to do Thanks! Great model! This in particular is much better than povray if i can say it :) Except for the windshild which looks too dark..
  16. Thanks everybody :) So glad you like it! Here's a bonus shot of the internals in folded mode:
  17. Location: E09 Castral Tags: spaceship, base Ok, I arrived here on Castral, the dropship dropped me and promptly left. I don't feel abandoned at all. Forest is everywhere, but this spot is quite plain. Perfect. We are tracking you from the sat. Head nord-west to reach our outpost base. Fine, i'll walk there. It's not like the dropship could have left me a little nearer. It's just five kilometer, you'll reach it in no time. Roger. Sigh. Some time later Our sensors say you should be exacly near the base, can you see anything? Not an outpost base. There's nothing around here but this big fatty spaceship. It's it. Reach for the panel in the front, open it and enter the code you were given in the mission briefing. Sure. The one i should have memorized? Yes. Uhm. Tell me the code YOU know, so i can compare to the one I know and see if you're really my mission operator. How are you suddendly so security minded? Ah forget it. The code is Open Sesame. Ahah, ok, that checks. See? We're now sure there's no infiltrator involved! Actually the access code is AJE3-VDSS-234D. Your ineptitude will be reported. Sigh. Ok ok let me enter the code. A... J... E.. Uh.. I... forgot the rest. Some time later I did it! WOW! The spaceship actually unfolded to reveal an outpost, with supplies, communication antenna, laser defence and everything! Yes. It's an Octan Foldable Outpost Base. One of our latest product in the Conquer Worlds line. I love it! There's even a solarium on the top! Take stand in there and waits further instructions. Over. To be continued..
  18. Uhm i don't like this special exception very much honestly. I prefer to keep things simple without surprises. Also you can still to this in a slighly more convoluted way: just assign an unused color (like pink) to the baseplate and modify that color to be your unreflective gray. About obj, you're probably right in that it won't read uv mapping. I'll look into it if it's easy. Are there other supported format for external meshes? Maybe you could try it. Or you could try a blender-to-sunflow exporter to export your mesh and put the output sc file into scene.sc. It's the horizon, where the base plane terminates. I know it's not pleasant when you have an uniform vertical wall that reflect the plane just up to a point.. You can either remove the plane, or match the background color and the plane color (you'll have to play a bit with it as the background is not subject to lighting IIRC). Well that's actually very cool! You used a mesh instead of the plane to have the mountains? Very well done!
  19. Ok i managed to squeeze in another feature: updating the models from lxf. This way if you change your original LXF you can update the blueprint file without having to redo everything. The new released is uploaded, the download is here.
  20. Great renders, expecially the one in the signature, very lifelike :) Uhm i don't think the npe is strictly linked to the use of caustics. But i'm afraid my modifications on sunflow broke the caustic functionality. How did you turn in on btw? If you can provide a working scene file i can take a look. Btw i only have a slight idea of what caustics are :) I have this doubt in mind: i'm afraid that the "blackness" of transparent parts is due to the shadow they cast just under them. Do you think this is the case? Becouse some floating transparent parts appear much clearer than others more adjacent to the model or the ground.
  21. Ok, if you want, i published the source of sunflow with my modifications, so anybody can see where i touched and how. You can find it here. I'll put those definitions in the standard materials, thanks! Glad to hear it looks better! I dug into Sunflow code, spotted some places where default colors were used (when there was no hit, no shader, or other cases), messed a bit and found where to change it. Inserted background color :) Isn't it a too low? I think for renders bricks should look pristine :) maybe i could lower it but i'm not sure. Anyway that' something everybody can change with a simple search/replace
  22. Yeah, i know, transparent bricks are often rendered too dark.. needs some adjustment You cannot reference a particular brick, becouse brick definitions (both instances and objects) are appended at the end of the scene.sc. You cannot inser your code past that, and you cannot reference things that are not defined yet. If you want i can explain how they're named but it would be useless for you. As for the light source, something similar is already planned. It will be possible to fix the sun direction in a way relative to the camera so to always have it coming from a certain angle
  23. Hi there, thanks :) Much appreciated! PS in the new current version the "missing flexible" problem is fixed :)
  24. Well here's a preview, if you want to proceed :) Most probably i'll release as it is, but i'll make some more testing first.
  25. love everything of this, up to the starry sky technique!
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