glennw

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Everything posted by glennw

  1. Yes, walls will Intesection Snap to cad lines - but that is not what the cad lines are doing in my example. Draw my example and you will see that there are no wall definition lines where the concrete wall passes through the cmu wall. So the cad lines are not 100% required for 3D - they are only usd for 2D tidying up and defining the walls a bit better.
  2. This is a bit messy, but ..... Make the top side of the cmu wall the Main Layer Outside. Break the cmu wall in the centre of the concrete wall. Place a cad line either side of the concrete wall where it passes through the cmu wall.
  3. You should be able to do that by adding Components to the Room Specification dbx. By default, this will add them to the Accessories category.
  4. I think the ones you are talking about are just 2D cad details and as such will not display in the material list. Have a look for the Simpson 3D objects which will display in the ML.
  5. Open your Wall Schedule dbx>Categories To Include>Wall. Make sure your new custom wall has a tick.
  6. Here you go: https://cloud.chiefarchitect.com/1/pdf/documentation/chief-architect-x15-update-notes.pdf
  7. Maybe post a plan demonstrating the problem.
  8. 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.
  9. Toggle Intersection Snaps on.
  10. 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).
  11. 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"):
  12. 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.
  13. 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.
  14. 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:
  15. You can use your 2 doors together as you have done or mull them to form a single unit.
  16. Some screen captures of your dbx's would help.
  17. 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.
  18. 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.
  19. The last one looks like it is using Depth Cue.
  20. 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:
  21. Only if Auto Reverse Wall Layers is toggled on which it is by default.
  22. 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.
  23. 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.