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Everything posted by glennw
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Interior walls in rooms with vaulted ceilings
glennw replied to veganfishtacos's topic in General Q & A
If you have Auto Rebuild Attic Walls toggled on in General Wall Defaults, Chief will auto build attic walls to fill the space above the default flat ceiling height. -
They weren't 3D people. They were 2D images.
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You have an Architectural Block on a hidden layer (Architectural Blocks) which is preventing correct cabinet bumping in that area. Turn on the appropriate layers for the doors, drawers, countertops, etc., in the 3D view.
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Can't get wrapping stairway to fit to angled wall in X9
glennw replied to Arch_Builder's topic in General Q & A
Draw a Room Divider (or very thin invisible wall) wall between the 2 stairs - at the angle of the join (157.5deg in this case) and hide that layer. Uncheck "Allow Wrap". Use "Winders" for both stairs. -
Maybe it is because I am on a mac, or maybe it's the 5K screen, but this is what happens on my machine: Chieftalk_format.mp4
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Solver, Try dragging the width of the Chieftalk window wider and narrower. The format automatically changes depending on the width of the window - as Dan said it is part of the "responsive design" to automatically size for different device types.
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And even more curious, why don't you have any floors in your rooms? They are Open Below rooms without any floor structure. That could be part of the problem.
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Mark, That doesn't work for me. You may find this interesting:
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That setting only effects the zoom when using the arrow keys. Zoom in a 3D view with the mouse wheel should be smooth without ant steps or jumps. Sounds like a mouse setting to me.
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I have several 3D people. The only one I have sitting down is a child - the chair and child are seperate symbols. Would they be of use to you?
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With the new "Inserts Into Wall" and "Edit Wall Cutout Polyline" tools you can cut any shape you want into a wall.
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I don't think that there any two roofs with the same pitch - any reason for that?. That roof should be a piece of cake for the auto roof generator. Why are you doing it manually? To be able to fix the roof for you, we would need to know the pitch of each roof, the ceiling heights in each room and the overhang of each roof plane. Oh, and if you want the eaves to be the same height for different roof pitches/overhangs. Once you set the correct information in the plan, you can auto build the roofs.
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Eric, Why use Photoshop? The texture size can be easily changed on the Texture tab of the material definition dbx.
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Is there any reason why you can't just mull two doors together?
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You can only set default room fills on a floor by floor basis. You cannot set them on a room by room basis. Go Default Settings...Floor and Rooms...Current Floor...Fill Style.
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If all you want a view that is square to the roof, you can also use an Orthographic Full Overview and then change the camera so that it looking square onto the roof plane. You will probably need to change the Tilt Angle to the negative of the roof slope (-22.5deg in this case) and you will need to change the Camera Angle to be square to the roof plane (90deg in this case). The Print Model is a pretty good tool to do those sort of things though.
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Chopsaw, I think I have this setout thing figured. Do you want to set out the deck planking for 90deg planks like this? With the ripped board adjacent to the house wall as opposed to the outside of the deck? I have to go out now, but I might try and do a video when I get back - or I might try to skype you later. Just don't tell me that you want a gap at the house wall - although, with a bit more work, it may be possible. Of course, it will probably always be easier to just edit a few things in a section view.
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I am pretty sure this can be done, if I am following what you want to do. I have been over it in previous posts. Can you be a bit clearer about how you want the various levels and dimensions to relate to each other. ie, how and where you want to mix both relative and absolute levels.
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Chopsaw, I have been playing a bit more and to say the decking set out is from the bottom left, is not correct. I think that the deck planking is set out from the corner where you start drawing the deck. Chief remembers that first corner - this is confirmed by displaying the wall id's for the walls that form the deck. I have confirmed this setout on simply shaped decks. I would love to have a play with the one you are working on - something a bit more complicated. Any chance you can copy and paste the deck into a new plan and then post it here and let us know the critical set out points, etc. This may shed some further light on what you are trying to achieve.
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Chopsaw, I believe the set out point for planking is the bottom left corner of the deck.
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Way to change room height without bumping up roof?
glennw replied to shea-sheabuilder's topic in General Q & A
Or, you could use Roof Baseline Polylines. This allows you to alter the floor plan and room heights as much as you like and the roof won't change unless you edit the Roof Baseline Polyline. Start off with your lower ceiling heights so that the auto roof builds the roof correctly, then build Roof Baseline Polylines. You can now change ceiling heights and the roof will stay put because it is building off the Roof Baseline Polyline and not the room and wall information. Note that you can edit the Roof Baseline Polyline if you need to change the roof - shape, height, type, slope, etc. -
Just a little more on this. In a 3D view, a polysolid can be manipulated in all directions - but the editing axis is dependent on what face you select. In Michaels example, if you select the top (or bottom) face, you can change the depth (remember it was drawn in a right side elevation). If you select the front (or back) face, you can only change the height or width. If you select a side face, you can only change the depth. Quite often it is easier to edit in 3D than in an elevation or plan view. In a 3D view, you can still use the Tab key while dragging a face to precisely move the faces using the Enter Coordinates dbx.
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You can get the same color for both the Texture (standard view) and the Pattern (vector view) by using the Material Color...Blend with Texture option in the Define Material dbx...Texture panel. Blend With Texture applies a selected color to both the Texture and the Pattern. Or you can select Set Using Texture which will color the Pattern based on the color of the Texture. But one is still a pattern and one is still a texture - ie, generally, by default, you can't show a texture in a vector view and you cant show a pattern in a standard view. Vector view on left, render view on right.
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I don't follow, what are you talking about? It really has nothing to do with Chief - it is an OS thing.
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Lew, There is no problem or fix needed. A Room Divider is an invisible zero thickness wall - that's what it is meant to be. You cannot use it to divide 2 rooms with different floor or ceiling heights because in that situation, we would need a wall of other than zero thickness to fill in between the floor and ceiling platforms. Chief knows this and changes the Room Divider wall to the default interior wall style). You can change this wall to any thickness or type you want. What sort of fix would you propose?