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___

Eurobricks Counts
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  1. Well good luck to you as I have to tell you that the base was the most horrific experience when it comes to such reverse-engineering like this one, but at the end of the work - when it's time for one to find out their possible modularities/functionalities - it's great feeling for what one was able to build just from one rather dark and not much quality image (YES: they all have modularities as I always making them as if I was in fact real LEGO designer, so you can await some new renders showing just that: their modularitites ) + the base has in fact some QUITE UNIQUE ones (although it is completely just my own imagination what it could probably do based upon what kind of stuff I put there and brick-logic suggestions, of course, as all of this is EXTREMELY HYPOTHETICAL). . Hm, I don't know - to me it doesn't look distracting at all. On the other hand more distracting to me are those 3 white upside-down triangles on their torsos, they look kind of almost amateurish or not suitable for the overall design concept. But of course it is a matter of individual, personal taste, so I guess it is OK as it is/was.
  2. Thanx, yea: I changed/updated code in LightServer.java, but still playing further more with it, later I will again PM/email you updated stuff as lately, OK? BTW I was actually inspired by your own solution to "black reflections on tiles"...or better said: when I was looking into the code I have realized what have you said how you did it... Right now I am doing newer render of the scene with more CS look (orange-yellowish rocky dunes instead of the original blackish glimmering rocks) + also I reverted back to "dark glass edges" as it still looks better/more realistic than the right ones (that is: the lighter ones), cos as @Calabar said elsewhere this way they are looking too much...ehm...like from building manual, not that much realistic, so you can compare those two.
  3. No problem - being happy you like it.
  4. Here are my new/latest achievements in BlueRender/SunFlow for you: * correct glass transparency (no more too dark glasses) * correction of glass edges (from the dark one into the lighter one, but this needs to be done with "if()" for specific colors, cos for example trans-dark-blue needs to have it dark...) * decor basically anything you want * black is now really black and not some dull grayish black anymore * more proper baseplate reflections (basically almost none at all) See for yourselves: Link to the sets above topic: http://www.eurobricks.com/forum/index.php?showtopic=111568
  5. And here is the original reference image from LEGO: (more images later today or tomorrow) Find out more on set's official webpage: http://lego.queryen....otypes.php?j=en
  6. We have briefly talked about it with @msx80 and he said partially it can be done so your chances are rather high... Hm, this is a bit strange as JAVA should work on MAC...
  7. Hey guys I would like to show you my long time delayed (and still continuing with the delaying ) intro to my future 2.5D "Vesmirny LEGOkomix", hope you like it.
  8. It is because actual rendered color is affected by several things like background color used, types and numbers of light used, color of lights etc., so you basically need to play with all those to get it right - I know it is somewhat "guess-and-try" process, but... Seems like today evening/night or at least tomorrow cos today ONE BIG THING needs to be done first that @Calabar is waiting for so long...and he will get it today, finally...code name: PROTO Blacktron.
  9. I meant that from tge pictures it seams like studs do not have the word "LEGO", but it may be just because of the lower quality of the photos so it seems there are none where in fact they are there physically just not seen. Yes, hoses are my love, as you may see with my models I love them so much that it is a must for every one of my sets having at least one pair tho more often like at least one pair of all types of flexi hoses in LDD...ah! And thank you very much for your kind words about my website and model - you are welcomed!
  10. + OK, before I go to sleep now I want to let you know that just while ago I also PROBABLY SOLVED THAT "VERY DARK" GLASS PROBLEM...see you later tomorrow and stay tuned for more, guys!
  11. BlueRender's "Decor Anything" FINAL...hope you'll like it. Thanx, gonna check it out...
  12. Thank you...
  13. That'd be great having at least 3 programmers participating on this as more heads more senses, right? BTW I found out that when the decor is ACTUALLY APPLIED directly upon the brick surface the SHADOWING DOES NOT MEAN ANYTHING, that is: it is OK! It occures only if you have for some reason just a pure decor "hanging somewhere in the air" for a purpose that has transparent background - than that shadow is annoying, but applied as I write above the shadow has no effect... BTW link to the WIKI? Probably but with "small" change (as I already wrote you in PM): if (p.peekNextToken("row")) { t = Matrix4.mtrx(parseFloatArray(16), true); } else if (p.peekNextToken("col")) { t = Matrix4.mtrx(parseFloatArray(16), false); }...
  14. UPDATE: From now on I can officially participate on this project as another developer (if @msx80 allows it and has nothing against it as I am basically editing just SunFlow part, of course ) as I was finally able to compile .jar from my edited BR src files @msx80 send me. So that being said: now we can decorate any brick even those previously undecorable, basically anything we want even several bricks as one decoration etc. ...tutorial is on its way, stay tuned for more!
  15. UPDATE: * 2 new renders
  16. + also function "parseMatrix()" on line 1346, just change it from this: private Matrix4 parseMatrix() throws IOException, ParserException { if (p.peekNextToken("row")) { return new Matrix4(parseFloatArray(16), true); } else if (p.peekNextToken("col")) { return new Matrix4(parseFloatArray(16), false); } else { Matrix4 m = Matrix4.IDENTITY; p.checkNextToken("{"); while (!p.peekNextToken("}")) { Matrix4 t = null; if (p.peekNextToken("translate")) { float x = p.getNextFloat(); float y = p.getNextFloat(); float z = p.getNextFloat(); t = Matrix4.translation(x, y, z); } else if (p.peekNextToken("scaleu")) { float s = p.getNextFloat(); ... ...into this: private Matrix4 parseMatrix() throws IOException, ParserException { if (p.peekNextToken("row")) { return new Matrix4(parseFloatArray(16), true); } else if (p.peekNextToken("col")) { return new Matrix4(parseFloatArray(16), false); } else { Matrix4 m = Matrix4.IDENTITY; p.checkNextToken("{"); while (!p.peekNextToken("}")) { Matrix4 t = null; if (p.peekNextToken("row")) { return new Matrix4(parseFloatArray(16), true); } else if (p.peekNextToken("col")) { return new Matrix4(parseFloatArray(16), false); } else if (p.peekNextToken("translate")) { float x = p.getNextFloat(); float y = p.getNextFloat(); float z = p.getNextFloat(); t = Matrix4.translation(x, y, z); } else if (p.peekNextToken("scaleu")) { float s = p.getNextFloat(); ... ...so it would still allow only one declaration of transform block BUT would accept matrix row and col attributes inside it as a new stuff, seems easy as that unless I am wrong again, right?
  17. Can't you just create two declaration of "transform1" and "transform2" add 2nd cycle into matrice/transform block of your src code, something like: if(object.attributes) { if(object.attributes.name.indexOf("transform") == 0) { for (var i = 0; i < 2; i++) { if("transform"+(i+0)) { code block for matrice } if("transform"+(i+1)) { code block for transform } } } } EDIT I just looked once more into your code in SCParser.java, and there in "parseObjectBlock()" function on line 778 there is exactly this and I think it is the place where you just needs to change it (but I may be wrong, of course): if(peekNextToken("transform")) transform parseMatrix(); One of the possible ways how to do it would be updating that statement into something like this (see: you as actual JAVA coder needs to convert my code logic into proper JAVA syntax as I am not JAVA coder myself, my programming languages are different): if(peekNextToken("transform") || peekNextToken("transform1")) { transform parseMatrix(); } if(peekNextToken("transform2")) { transform parseMatrix(); } If there is similar block elsewhere in some other parts of other .java files it needs to be updated accordingly, of course.
  18. #691518 Comet Emergency by bublible - LXF
  19. Thanx and no: I am still not quite there as for the "decoration" testing so I will make the tutorial later when all works as it should (I am sooo cloooose , just to find out object cannot hold more than ridiculous 1 instance of "transform" statement which is ah not good...trying to find out workaround...or maybe if @msx80 would change the code of BR a bit so that one can assign more than 1 transform statement for an object - this is absolutely needed, a must, cos 1st transform should be by matrix and the second one for manual fine alignment) Or at least I still did not figure out how to have both matrix and manual transform settings in one transform instance cos I did try all possible stuff but to no success...
  20. Still testing, but it really look very promising (finally understood how to convert POV-Ray's 3x4 matrix into BlueRender's 4x4 matrix - sooo freaking easy, yayks! )...stay tuned for the final result on "How to decor any LDD brick (even those undecorable ones) in BR renderer"!
  21. Nice little spacecraft, I like that easy design + those two black hoses (anything having hoses is superb! ) BTW is it just me or are there no logo-on-studs?
  22. Using tools like Photoshop is quite easy, but we have much better way how to DO IT DIRECTLY IN BlueRender (so there would be real "physics" interaction between the sticker and the renderer world, like real shadows/reflections on/from the sticker/world etc.)...in fact I am just finalizing it and later will post new topic on how to do it (basically identical stuff I made for POV-Ray before)
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