glennw

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Everything posted by glennw

  1. Does anyone know how to get obscure window/door glass in an external PBR view?
  2. When assigning the shortcut in Customize Hotkeys, are you pressing Alt and Z at the same time or one after the other?
  3. Johnny, Isn't that called flexibility? What, you want less flexibility?
  4. Johnny, Try drawing your molding polyline in an anticlockwise direction - this is the standard convention. Or, you can also Reverse the molding polyline to get the same result. If you draw your polyline anticlockwise, the molding will be on the right hand side (with Extrude Inside checked). Maybe turn on your Start and End indicators to see which way the polyline is drawn. And be aware that the shape of the polyline has nothing to do with "inside" or "outside" - it's the direction in which line is drawn (start and end) that matters. A bit the same as when we had to draw walls in an anticlockwise direction or they would be "inside out". At some stage (several versions ago) Chief walls got smart and they now know from the wall definition what is the outside and inside of a wall, and if you have drawn the walls clockwise, Chief will automatically flip them so that they are the correct way around (once you enclose a room).
  5. Phil, There are several ways to relate the Chief building model to terrain elevation. It sounds like you want to start off with the lowest terrain level at zero and have Chief's level 1 at some height above that. If so, you need to change all your terrain elevation data by deducting a value from all the data - in your case, it would be 7,985 ft. You would then set the Subfloor Height Above Terrain to a value you want the Level 1 to be. If you want Level 1 to be mid height, that value would be 57.5 ft (8,100 - 7985 = 115 / 2 = 57.5 ft. I would not do it that way as the numbers bear no direct relationship to real world numbers. You already have the real world terrain heights - so why change them? I would leave the real world terrain data heights as is. I would then set the Subfloor Height Above Terrain to 8,042.5 ft (for mid terrain height) This means that all the terrain data is real world and the Chief Model still has it's heights related to Level 1 as zero height. What I have been doing more and more is displaying everything (both terrain heights and the Chief model heights) as real world heights. This is done by leaving the real world terrain data and then setting the Subfloor Height Above Terrain to zero and then using real world heights in the Chief model. ie, the Absolute floor level for Level 1 would be 8,042.5 (for the floor to be at mid terrain height). This then means that all your levels for things like floors, ceilings, roof ridges, baseline heights, fascia heights are reported as real world values which quite often makes more sense that relating them to Chiefs Level 1 at zero height. It's great that we have the choice to display and relate all these heights pretty well anyway we want to.
  6. Or, one way to get a mono slab without generating a foundation is to name the room a Slab type. If you have Monolithic Slab checked in the Slab Room Types default, you will get a room with a mono slab, but no foundation level (level 0) drawn.
  7. The mono slab DOES auto generate in plan view (and camera views)- on the foundation level (Level zero). On level 1, you need to specify Floor Supplied by the Foundation Room Below. And/or On level 0, you need to make sure Room Supplies Floor for the Room Above is checked. Then auto build the mono slab foundation.
  8. Yes, the plan would help. Winders will not work unless the stairs are contained within a room. You should be able to control the handrails in the stair dbx.
  9. On the General panel of the stair dbx, check Winders.
  10. Barb, I opened your plan and couldn't see what you were talking about. I can't see any cross section cameras. Are you using a back clipped cross section? Can you post the plan with the cross section camera saved.
  11. Are you talking about making a complete break in a closed or unclosed polyline? We can already do this with the Complete Break tool.
  12. Another way to locate often used library objects and keep track of them is to use keywords. But once again, time consuming to do them all at once - better to add keywords as you use an object or material. This keeps the library object in it's original library and so saves moving or copying to a user library. ie, add a keyword to a library object - can be your name and/or a keyword that means something to you. You can then turn on Keywords in the library filter and do a search.
  13. Post a small plan with the wall and the windows before mulling.
  14. The mullion depth for mulled windows is controlled by.......the Mullion Depth setting under the Options panel.
  15. Does the same slowdown happen if you navigate the library folders directly in the library browse? ie, without using the Material Painter.
  16. That one is a real sneaky one as it is illogical to have a setting like that. If you toggle all layers on, one would not expect for something to be toggled off. But it has been around for a long time now.
  17. Turn off the "Walls, Main Layer Only" layer.
  18. Scott, I just switched over to a vanilla iMac. If you want me to do a test, give me a yell.
  19. Johnny, As I understand it, you had a link between a plan file and a layout file. You did a Save As with the plan file and saved to a new name. You then expect your layout to link to the new plan file automatically?
  20. Chopsaw, No problems working out the mathematical relationship. The values are displayed in scientific or exponential notation I will post a screenshot when I get a chance.
  21. You are not explaining yourself very well. I will have a guess: Have you saved any text information or macros in your default Room Label defaults. Can you explain what you want the end result to be?
  22. I have ZW (zoom window) mapped as a shortcut. I can start the command, hit ZW, draw the zoom window (Chief does the zoom) and then I can continue with the original command and snap as necessary.
  23. You can place the windows at any depth in the wall. Open the window's dbx...Frame panel... uncheck Fit Frame To Wall. Give the window frame the desired Depth Inset.... A negative value will move the window to the outside of the wall. A positive value will move the window to the inside of the wall. Using this setting, you can even move the window frame right out of the wall thickness. Another thing. You could have avoided having the wall move when you changed it's definition by first going to General Wall Defaults (Alt+Q) and changing the Resize About to Outer Surface. This would avoid the process you went through in moving the wall back to its original location.
  24. Chad, Sounds like the Match Properties and Apply Properties tool. But I don't think that you can apply the settings to all objects of that type in the plan. You have to click on each object that you want to change. You can change all objects of the same type in the plan if they are using a dynamic default - then you just need to change the default and all objects using the dynamic default will change. PS. I just posted at the same time as you Mick.