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 Author: Hygrotus View Messages Posted By Hygrotus
 Posted: Mar 9, 2019 04:51
 Subject: Forms improvements
 Viewed: 119 times
 Topic: Inventories
 Status:Open
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Don't know if anybody have noticed (I just did) but some improvements were
made
in inventory upload form and inventory change request form
https://www.bricklink.com/help.asp?helpID=2453

Great to see that!
 
 Author: legnasloot View Messages Posted By legnasloot
 Posted: Mar 8, 2019 21:40
 Subject: Inventory change request set #9786
 Viewed: 41 times
 Topic: Inventories
 Status:Open
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Item 32039 is double listed with old light great and new light gray. Should only
list the old color, as the new color is listed as an alternate.

Should include 3 gear items, a mat, and 2 posters.
4189432
4189447
4189444
 
 Author: POPS_BLOCK_SHOP View Messages Posted By POPS_BLOCK_SHOP
 Posted: Mar 8, 2019 08:51
 Subject: Lego Store Pick a Brick Worth it ??
 Viewed: 128 times
 Topic: Inventories
 Status:Open
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Made a video after I purchased 3 Large cups from a Lego Store pick a brick wall
to see if the value compares to Parting out actual Lego Sets.

https://youtu.be/qYBYTIyy5bg
 Author: jesuguty View Messages Posted By jesuguty
 Posted: Mar 7, 2019 15:40
 Subject: Re: paint in studio 2.0?
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 Topic: Inventories
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correct, that's why I did not know how to do it, thanks


Inventories, JusTiCe8 writes:
  Hi,

short answer is no, if I have understood what you mean by painting (ie: changing
texture of part, like decorated brick or sticker).

If you mean something else, please be more explicit.

For the record, I have looked a while back if there is any textures actually
used for decorated parts, and found none at all. Looks like textures has been
converted into raw colour data of some kind, but I didn't dig too much into
this.

Too bad we can't just put any pic somewhere in data to create custom decorated
parts.


In Inventories, jesuguty writes:
  Good afternoon, can you paint the bricks in Studio 2.0? If I want to put a white
brick with a red beater for example, can you do it on the show? There are more
pallets of bricks... Can be updated?
 Author: SylvainLS View Messages Posted By SylvainLS
 Posted: Mar 6, 2019 17:55
 Subject: Re: paint in studio 2.0?
 Viewed: 17 times
 Topic: Inventories
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In Inventories, JusTiCe8 writes:
  Hi, thanks for your complete answer.

It's just weird even LDraw author pick this way to make "textures", UV Mapping
is not a new thing and it's pretty easy for most of the decorated LEGO parts,
minifigs are a bit more tricky to do.

We are talking about a format created in the 1990’s. Maybe you aren’t old enough
to remember how slow personal computers were at this time. I am
Drawing a simple mesh of a couple hundreds triangles took minutes if not hours.
Drawing what shows on each frame in Studio (bricks, some faces hidden, shadows,
Phong lighting…) would have taken hours. Now Studio does it dozens of times
per second.

“Simple” was misleading. Sorry for that. I didn’t mean it was theoretically
complicated (most 2D/3D graphics algorithms are way older than LDraw), I meant
it was practically infeasible and useless.
Also:
1. vectorial patterns are lighter and often better than bitmaps, especially for
the patterns that appear(ed) on LEGO parts,
2. patterns weren’t quite as important when there were so many basic parts not
yet modelled,
3. and I’m sure there are other sensible reasons


Now, yes, it’s debatable the LDraw Official Library took a bit too long to use
the texmap feature (AFAICT, the feature was added in 2012).


  I can't believe anyone modelling 3D object would not use it... and regarding
Studio, as it use Unity, it wouldn't (ans shouldn't) be such a challenge,

I don’t know why Studio doesn’t implement texmaps. LDView and LDCad (among others)
do.
It’s true the official library didn’t use them but it does now (or will, as the
parts are still Unofficial for now).
I’m sure Studio will do too very soon.


  except because of those parts from Ldraw.

Well, if it weren’t for LDraw, Studio wouldn’t have so many parts now.
So Studio is what it is now because of LDraw but also thanks to LDraw


  (shortly UV Mapping is just given each vertex of a 3D object another set of coordinates:
U,V matching a point in the texture area which is basically a 2D tilled "world",
it is very visual and a standard after the basic plain face colours from the
90s)

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