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Everything posted by glennw
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Do the library filters apply to the user library?
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Adding to what Eric said. You can leave auto roofs toggled on (if it is building the roof correctly), and check Ignore Top (2nd) Floor in the Build Roof dbx after you have added the 2nd floor.
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Adding an octagon center post in gazebo roof and ceiling
glennw replied to Elliot's topic in General Q & A
Probably too late now, so just a heads up for next time. It is easy to do this sort of thing with the Regular Polygon tool. There is also a similar tool for the walls. -
What is it that you want differently that the auto bay window doesn't provide. Are you aware that you can access each window individually and you then have full control of the windows properties? This is an auto bay window.
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It sounds like you can't see the widows when you click the tool icon? If so go here and click Reset Side Windows
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Window/Door Specification>Label>Label Options>Height/Width
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little red x missing for lining up walls since update
glennw replied to DianeP's topic in General Q & A
Preferences>Edit>Snap Properties>Object Snaps>Intersections? -
Displaying a door open in one view and closed in another
glennw replied to toucanskeleton's topic in General Q & A
You should be able to use the fact that we can place 2 doors in the one location. That coupled with the Show Open option for 3D Display. You then need to place the 2 doors in the one location and place them on separate layers so that you can toggle one of them off in the different views. -
You can't specify a height for a Raised/Lowered Region, or Flat Region - they modify the existing terrain height data and do not control it. If you want to specify a height, use an Elevation Region instead. I very rarely (never) use terrain modifiers - I always use Elevation Regions.
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As far as I know, this is incorrect. As long as auto roofs is toggled on, you can change the roof info in any wall at any time and the auto roof will reflect those changes. I don't understand why you are saying that you have to start with the lowest pitch. Am I missing something?
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Yes, you can only have one terrain in a plan file. Make a symbol of one of the terrains - to the original levels. Then the final terrain and landscaping can be the dynamic terrain.
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cant set room height when cantilever from room above is in room
glennw replied to SH_Canada's topic in General Q & A
I don't have time to have a detailed look at the moment, but you may need to also create a room under the cantilever in the sunroom to get more control. This may be as well as, or instead of the room on the upper floor. -
Rene, Not that I am saying it is the best way, but... It is very easy to change the cutoff angles on the top/bottom of a 3D molding polyline. You can control the cutoff angles by adding an extra section to the end of the polyline and uncheck Molding On Selected Edge. You then rotate the end sections of the polyline to give you the cut off angle you want. The cutoff angle is half the angle of the polyline. Here is a 3D molding polyline with a circular molding attached. Tip: It is a lot easier to manipulate 3D molding polylines in a cross section than the 3d view shown here.
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Use a Cylinder primitive. You can easily get the top/bottom horizontal by using solid subtraction.
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posting a plan would help
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cant set room height when cantilever from room above is in room
glennw replied to SH_Canada's topic in General Q & A
Not a bug and it is behaving in a totally expected way. That is how I new what to do - not so much by the invisible walls themselves, as gene said - but by the room they create. -
cant set room height when cantilever from room above is in room
glennw replied to SH_Canada's topic in General Q & A
You need to create a room on the upper floor and define the cantilevered area with invisible walls. You can then prevent any changes in the sunroom on the lower floor from changing the height of the main room. -
cant set room height when cantilever from room above is in room
glennw replied to SH_Canada's topic in General Q & A
If you are going to post a video, please do some narration to explain what is going on. It is just too hard to follow the cursor without narration. -
I am on a mac so things might work a bit differently for you. You can access the color chooser and get the RGB values from within Chief. In a 3D view, select Adjust Material Definition tool (the rainbow tool) and select any object. Open it's dbx and click on Material Color. Your Windows color chooser will open. There will be an eye dropper somewhere there that will allow you to select a point on the screen. This will then display the RGB values. This works pretty well anywhere you need to select a color on the screen - places like choosing a color in the layer properties, dbx, etc. Or...if you just want the RGB value of the Chief material without opening the color chooser dbx, just hover the pointer over the Material Color box, and the RGB values will display as a tooltip. This also works pretty well also in all cases where you need select an objects color. This is what it looks like on a mac:
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Preferences>Appearance>Toolbars>Button Size
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Not me. That's Steve Moyes. I think my picture is on the back cover.
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Late August/September 2015
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Or....You should be able to make it a Solid Railing and Follow Stairs.
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How are you adding the backdrop and what type of view are you using? What layer do you have turned on?
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Just to clarify what David said. Whilst each camera does have it's own defaults, they are not called Edit Active View. Camera defaults and Edit Active View are 2 different things. The camera defaults are used pre generating a 3D view whilst Edit Active View are used post generating a 3D view When you use Edit Active View the settings DO apply to all camera types if you change the view type once the view is generated, ie. changing the view type from vector to standard.