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Everything posted by glennw
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You don't need to use a Terrain Break with a Retaining Wall because the Retaining Wall contains it's own Terrain Break. I personally don't use Retaining Walls - I use Terrain Breaks with a standard wall. Retaining Walls follow the terrain and so end up with many breaks along the top - too hard to work with.
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Toggle Intersection Snaps on.
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Setting building height to specific contour datum?
glennw replied to NewbieMichael's topic in General Q & A
If I understand you correctly..... In the Terrain Specification dbx, set the Subfloor Height Above Terrain to 98.75m. This will locate the house at the correct height in relation to the terrain. The house floor heights will still reference floor 1 as zero, and under normal circumstances this should be left as is. The Story Pole dimensions are independent of the relationship between house and terrain in that you can set the Storey Pole dimension to display any height you want. You can have the Storey Pole dimension to reference your real world floor level (98.75m), or your top of floor 1 (zero). -
Terrain Points - How to rotate Terrain and adjust overall elevation
glennw replied to wazzubrad's topic in General Q & A
For the rotation, you need to group select all the terrain data and terrain perimeter (maybe use Edit Area Visible), and then rotate with one of the rotate options like Transform/Replicate. For the heights, the Subfloor Height Above Terrain will do the trick - no need to edit any elevation data - takes 5 seconds. The best bit of advice I can give you is to not use Elevation Points - it will be impossible to edit your terrain with 60,000 points! Use Elevation Lines/Splines instead of points. Is there any chance you can get hold of the contours which you can then convert (or trace over) to get Elevation Lines/Splines. Here is a VERY quick example of reorienting the site and raising the building (Subfloor Height Above Terrain = 51,500"): -
I am trying to go through your dimension defaults and settings and they seem to be a bit of a mess. First up though, the jumping dimensions are caused by the Fixed Proximity setting. This would not normally be set as a default.
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How to cut or raise terrain behind retaining wall
glennw replied to BDG2244's topic in General Q & A
Yes, to put it simply. And then use Elevation Regions for your flat areas. Chief will auto build the slopes between the flat Elevation Regions. Use Elevation Lines to force sloping areas - similar to drawing a contour line. Make sure you don't confuse Chief by overlapping any terrain data. -
I don't think it is a bug - more a not ideal default setting for the Heel Height. Setting the Heel height to zero places the Baseline on top of plate and results in the ceiling being clipped. Setting the Heel Height to the same as the Vertical Structure Depth places the Baseline at the traditional location so that the bottom chord is sitting on the plate and the bottom of the top chord sits on the outside of the main layer. Setting the Heel Height to a value greater than the Vertical Structure Depth results in an energy heel. If you always want your bottom chord to sit on the top of plate and underside of bottom chord to meet top of plate and outside main layer (ie, no energy heel), set the Heel Height to match the Vertical Structure Depth in your Build Roof dbx default. Maybe the default Heel Hight should be equal to the Vertical Structure Depth and not the random 300mm (in metric) it is now. Only takes a second to change it in your defaults if thats what you always want it to be. Heel Height set to zero: Heel Height set to equal Vertical Structure Depth: Heel Height set to a value greater than Vertical Structure Depth:
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You can use your 2 doors together as you have done or mull them to form a single unit.
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Stretch sizing is not working for created symbol
glennw replied to RobWhite's topic in General Q & A
Some screen captures of your dbx's would help. -
Or, easier still... Use an invisible curved wall. You can change the Facet Angle in the wall dbx. The beauty of this way is that the roofs can stay as auto build.
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Or.. Use a rectangular polyline with one side converted to a curve. Then convert the curve to a polyline with a high number of sides. Select the roof and then use boolean subtraction to subtract the polyline from the roof.
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The last one looks like it is using Depth Cue.
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Not quite correct. Rendered views show textures, vector views show pattern. You can have a 3D vector view which will not show textures and you can have a 2D rendered view which will show textures. ie, the camera type is independent of the view type. 3D Vector view: 2D Rendered view:
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Only if Auto Reverse Wall Layers is toggled on which it is by default.
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I am really late to this party, but thought the following may be of some use. It amazes me just how many ways there are to do this and here is another that I don't think has been mentioned. I am not saying it is the best way - just another way. You can set your grid snap to the wall length you want and the walls will snap to that grid length. You can get some very helpful snaps for the walls that do not necessarily land on the grid but follow the grid snap interval. This snap interval is used even if the display of grid snaps is toggled off. The grid snap also work for wall lengths that start off grid - the wall will still snap to the grid snap setting even though it is off grid and even if the wall is at an angle to the grid. In this picture the grid snaps are set at 1800. The left hand wall was snapped to the end of the line that was placed randomly off grid. As the wall was dragged at 45deg it snapped to 1800 long - off grid. The horizontal wall was dragged out and it snapped to 1800 long - off grid. Same for the hi-lilted wall on the right.
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My advice is not to use Rotate Plan View unless you 100% are aware of what it actually does. It rotates the drawing sheet including grids and coordinates - it doesn't rotate the plan in relation to the drawing sheet. In this case, I would use Edit Area.
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Off the top of my head...this may be worth investigating although I haven't tried. You may be able to use a Referenced plan - have a look at The Reference Display in help, including the XOR option Although this will allow you to place the referenced plan offset from your main plan, it won't automatically show you the difference between the 2 plans. With a bit of playing around with layer sets, etc, you can probably display the differences between the 2 plans while one of them is referenced in the same location as the main plan. This could work for both plan and 3D views.
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Chopsaw, Ignore my last few posts, with all my playing around I had inadvertently left Treat As Part OF...toggled on. I think that is the easiest way to go though. Make all the walls Hip Walls and Treat As Part Of Bay/Box/Bow Window.
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This is all Auto using Extend Slope Downward. Is this what you want?
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That should work. Did you create a new room with an invisible wall where you want the beam to go? Did you make the 2 short return walls Full Gable? Did you rebuild the roof? Post the plan if you are still struggling.
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Unable to draw a multi-pitch as-built roof between 2 hip roofs
glennw replied to CanadaChristine's topic in General Q & A
You may need to change your default roof slopes to 5:12 to match this front roof or leave them at 6:12 if that is really what you want. Turn on auto roofs. Then try this: -
I don't think a beam by itself is not going to do anything There are a couple of ways I can think of to do this. Have a look at Extend Slope Downwards in the Roof Options in the Wall Specification dbx - you may need to raw an invisible wall. Have a look at Treat As Part of Bay/Box/Bow Window (with the Use Existing Roof option) at the bottom of the same panel. Do you want the bump out to have the same ceiling height as the main house, or lower (flat or sloping)?
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Is there a way to print with the reference grid on?
glennw replied to J_Mack's topic in General Q & A
Construction lines will display in both plan and elevation views. -
Creating a .jpg happens instantly on my machine in both X14 and X15
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In my younger days of hand drafting we used the straight door swing because it was so much faster and easier to draw a straight line using the set square than it was to get the circle template and draw a curve. But....I would never mix them up now so as to distinguish new and existing.