-
Posts
6197 -
Joined
Content Type
Profiles
Forums
Gallery
Everything posted by glennw
-
Another way might be to create a terrain for just the creek. Save it as a symbol and place it on the main terrain.
-
Joey, Although it looks correct in a zoomed out view, a Terrain Feature is not accurate as it will only sit on the terrain. Have a look at it using a TF in a cross section and you will see that the top surface of the water is not level, it goes up and down, following the terrain. What is needed is an object who's top surface is horizontal in cross section, yet follows the general slope of the creek as it falls down the terrain. The hard way would be to shape the creek using Elevation Lines running across the creek and then use a TF for the water. Or...a 3D Molding Polyline (with say..a rectangular molding) following the slope of the creek and just let the molding cut into the terrain. Here is a really quick down and dirty one using a 3D Molding Polyline - not really great:
-
Lew, Are you making a suggestion?
-
Something like this? What sort of view do you want - elevation?....3D? Vector, standard......?
-
Yes, this can be done. Have a look at Default Settings>Floors and Rooms>Room Types. You can create and save various configurations for floor and ceiling platforms on a room type basis. You can also set an overall default or you can specify different defaults by floor. From the help file:
-
Isometric Camera Views Keep Moving Throwing Off Layout
glennw replied to kwhitt's topic in General Q & A
Why not just use the one model and the one camera and use layer sets to display the various stages? -
It works OK for me.
-
I think that you can have an interior door with a sill. It's just that the sill is buried in the floor and you can't see it. Lift the bottom of the door up and the sill will be revealed.
-
You can do this with Match Properties. Select a room that you know is part of the living area. Match Properties from the Edit toolbar. Select Include in Living Area, OK. All the rooms that are defined as living area will be hi-lighted.
-
You should be able to create a hatch pattern from a free hatch pattern creator. From memory there is one called CADhatch but do a search as there may be others. This will create a .pat file. This can then be imported into Chief using Import Patterns (PAT). The hatch pattern will then be available in your user library.
-
Have a look in the help file for "Room Types and Functions" - there is a lot of detailed information. Just as easy for me to copy paste here. Room Types and Functions Room Types are used to quickly apply useful structural, functional, and appearance properties to different kinds of rooms. For example, a room assigned the “Garage” Room Type will receive concrete curbs under its walls when the Foundation is built, while a “Kitchen” will get GFCI Outlets when the Auto Place Outlet tool is used. When a room is first created by enclosing an area with walls, it is assigned a generic room type of “Unspecified.” Once a room is created, though, it can be assigned a Room Type in the Room Specification dialog. See General Panel. A selection of pre-defined Room Types is available for use; they are, however, editable, and you can create your own, as well. See Room Type Defaults. Room Type Defaults Each Room Type is composed of two sets of characteristics: those set by the program, and those that are directly editable. Characteristics set by the program are grouped together based on typical requirements for different types of rooms. This non-editable set of properties is referred to as Room Functions. Characteristics of a Room Type that can be modified include the default room Name, whether it is included in the Living Area and Conditioned Area, and the floor structure, finish, and deck supports. A default Function can also be specified. See Room Type Defaults. When you specify that a room be a certain Room Type, all of the characteristics associated with that Room Type are assigned to the room, overriding existing settings. After you specify a Room Type, though, various settings can be customized. Room Functions A room Function is a set of non-editable characteristics that are typical of a certain type of room. There are three broad categories of room Functions: Interior, Exterior and Hybrid. Interior - Living, Dining, Family, Kitchen, Nook, Bath, Master Bath, Master Bedrm, Bedroom, Study, Office, Entry, Hall, Closet, Dressing, Storage, Laundry, Utility and Unspecified. Exterior - Court, Deck, Balcony. Hybrid - Open Below, Garage, Slab, Porch, Attic. Effects of Room Functions Chief Architect applies specific properties to rooms depending on the assigned Room Function. Living and Conditioned Areas • All interior type rooms are included in Living Area calculations by default; exterior and hybrid type rooms are not. • With the exception of Unspecified rooms, all interior type rooms are included in Conditioned Area calculations by default. Open Below rooms are also included; however, exterior and other hybrid type rooms are not. See Conditioned Area Totals. Ceilings and Roofs • Interior rooms have a ceiling and roof above them. • Exterior rooms are assumed to be open to the outside and do not generate a roof above them. • Attic rooms do not receive a ceiling and are ignored by the program’s automatic roof generator. • Garage, Slabs, and Porches are treated like exterior rooms in all cases except that they generate a ceiling and a roof above them by default. Floors and Foundations • A room’s default floor structure and finish definitions are determined by its Room Type. See Room Type Defaults. • Open Below is a unique type of interior room that has no floor platform. Open Below rooms can be used for defining stairwell openings. • Garages have a foundation under them as defined by the Foundation Defaults dialog with a concrete slab at the top of stem wall or grade beam. • The floor in Garage and Slab rooms display in 3D on Floor 0, not the first floor. See Garages. • Defining a room as Slab causes the floor platform thickness to equal the slab thickness value in the Foundation Defaults dialog. • Deck rooms do not generate foundations. See Decks. Doors and Windows • A window placed in a wall between an exterior room and an interior room always faces out toward the exterior. • Doors placed between interior and exterior type rooms inherit their settings from the Exterior Defaults for the door tool, if available; they display threshold lines and are considered Exterior. See Interior vs Exterior Doors. • Doors placed between interior type rooms do not display thresholds and are considered Interior. • Open Below rooms are treated as interior rooms for window and door placement. Electrical
-
How is it that you have access to the full program, but do not have access to any materials?
-
Yes, this is possible. You can display objects on different floors than the defaults in plan view. Select the framing and Cut them. Paste Hold Position to the other floor. They should display on the floor you want in 2D plan, and they should still be in the correct location in a 3D view. It is their height values that determine their location (height) in 3D.
-
Help! Room divider affects structure of physical walls.
glennw replied to dallin's topic in General Q & A
You may have to do something like this with short walls at 90deg to the visible walls. -
Chad, I would just open the older plans in X12 and then save. That will bring in all the defaults from the older version. I think that copy/paste may not be the best method
-
It is clearly explained in the help file
-
Multiple select the walls and mark them as Roof Cuts Wall At Bottom is an easy way to do them.
-
How do you increase dialog box button & text size?
glennw replied to DRCI-INC's topic in General Q & A
Rich, He is asking for this. Your answer applies to toolbar buttons. -
Doable with either a double stud wall or single thickness stud wall. I used a "placeholder" symbol with Inserts Into Wall, and used that for my wall opening. This pic has the plasterboard lining deleted using the Delete Surfaces tool.
-
Ah, I just re-read your OP. I missed the CMU wall and used a framed wall instead. It should still work I will do another and repost with a pic and any changes. I assume you will have 2 layers of framing for the opening in the 8" wall? Or would you use 8" framing?
-
Try using the frameless Passthrough, but instead of using a Material Region to fill the opening, use a wall, just as you would build it in RL. Draw another wall of the same wall type off to the side. Mark it No Room Definition - this allows it to be placed in the same location as the main wall. Make it the same width and height as the opening. Drag it into position to fill the wall opening, it should snap into position in the main wall. Adjust size if required. It will auto frame. If you need to rebuild framing elsewhere but want this infill framing to remain as is, check Retain Wall Framing.
-
First, the obvious question... Do you have the pony walls aligned on the correct wall layer - Inner Surface.
-
You can also do this by Edit>Reset To Defaults>Wall Bottom Heights
-
Either (1) a change in floor level or (2) going from an internal room type to an external room type.
-
No files on the cloud and still having problems.