TeaTime

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Everything posted by TeaTime

  1. yeah, generally speaking, don't do this. Walls know where they're supposed to go, let them do their thing and you'll be better off. I only ever adjust walls in 3D/Section views if nothing else seems to work, but don't make a habit of it.
  2. There's a couple things that could be happening here, but walls should never stick through roof planes like that, they should automatically cut down to fit under the roof. I would assume that in your attempts to get this to work, you've manually pulled the tops of your walls up to the desired height, locking them at that height. Open your walls and look at the Structure panel, make sure that Default Wall Top is checked.
  3. Pretty sure if you created it the way he intends, (2x6, air gap, 2x4), the return on the right where it reduces into a normal 2x6 framed wall is gonna be funky. Doug's furred wall w/ air gap is likely to build and frame the cleanest.
  4. Oh, and if you're dealing with various arcs, this is handy to set the CAD Point at the arc center
  5. Both Transform/Replicate and Multiple Copy can copy around curves, but Multiple Copy requires an extra step or two so Transform/Replicate is probably easier. You just need a CAD Point marking the center of your curve
  6. When things aren't showing up, the first thing to look at is layers. Elevation views have their own layer set, so things may appear differently than in other views., and since they show in 3D but not elevation I assume this is the issue. Open an elevation and make sure both the Foundation and the Walls, Foundation layers are on.
  7. Sounds like you just need to find where they'd intersect at those distances. I'd use Circle About Center, 10'6" from one 4'10" from the other, draw lines to the intersection to mark the angles. Use Make Parallel/Perpendicular to set the walls to said angles, then Point to Point Move them into position. Not sure exactly what angles you're aiming for but CAD Lines, Make Parallel/Perpendicular and angular dimensions are great for finding how far to rotate the other portion of your drawing.
  8. I would post a separate topic, since the main issue has been marked Solved. And probably post the plan file too, those kinds of things can get funky
  9. Would need to know more about these rooms to say for sure. Also might help to know what version of the software you're using. Fairly certain though that it just automatically places the right type of outlets for type of room you're placing them in. For example, Deck rooms are treated like outside rooms and get outside outlets, and if your rooms are not properly defined at all (like, you can't select the room) then their walls are treated as exterior walls. Post the plan here if you're not able to sort it out.
  10. "just white" only works in non PBR views. Physically Based renderings try to emulate the real world, and there's no such thing as having "no background" in real life, so removing the backdrop results in a grey void. You need a background for PBR to look good(i.e., realistic).
  11. Can you expand on what you mean by "removing" the walls? Is the terrain overall too high and making the walls sunk into the ground? Is the terrain generating low where it should be but building up and covering the walls in a weird way? Maybe post a screenshot of what you're getting.
  12. This is the way. The issue you'll likely start screaming about though is the "auto merge collinear walls" setting that kicks on the second you look at your railings wrong. It's in General Wall Defaults. I generally leave it on but sometimes there's a plan that I really need it to stop "helping".
  13. Nope. But auto fillers only happen to Cabinets, so in your case you can stop the behavior by making it an Architectural Block.
  14. you'll have to draw it manually if you don't want to do a full roof rebuild https://www.chiefarchitect.com/videos/watch/25/drawing-roofs-manually.html?playlist=95
  15. It looks like those walls are set to be solid railing walls? That will happen when doors are placed in railings. If that's the case, try unchecking Railing on those walls, let the room's Ceiling height set the wall heights.
  16. Huh, guess I'd never noticed it did that. It makes sense that the Bay Window is making it's own room, if you Explode the bay that's exactly what you'll have. Weird that Select Similar is able to select it when we can't, though. Seems the Select All option isn't ideal then if there are Bay, Box, or Bow windows present, would need to just do the normal Marquee Select and be careful to avoid those.
  17. For what it's worth, Doug's fix worked because defining it as a specific room type forces Roof Over This Room to be checked. Our fixes were essentially the same. It's worth remembering that Roof Over This Room is not just for auto roof plane generation, it needs to be on for proper roof supporting structural walls to generate.
  18. Are these framed walls on Floor 1 marked as Foundation in order to build footings? If so, uncheck the Foundation setting on those walls. Instead, on the Structure panel check Bearing Wall / Create Wall/Footing Below. If you don't have a Foundation floor, you'll need to build one. These footings will still generate wrong around corners But the wall/footing can be adjusted on Floor 0 independently of the walls on Floor 1.
  19. Been bit by this one before, myself. It seems counter intuitive since you drew your roof planes manually, but you'll want to check Roof Over This Room in that room, otherwise Attic walls won't generate automatically to fill those spaces.
  20. You just need to make a Materials List Polyline that's bigger than the "room" so that it includes the drywall. Try making a Living Area Polyline then converting that to a Materials List Polyline. *Edit: excuse me, "Standard Area Polyline"
  21. Unfortunately those are part of the Marker and as far as I know there's no option to remove the Marker's elevation without removing the whole thing.
  22. It sounds like you're wanting to remove the Markers but keep the dimensions between them. On the General page of the Auto Story Pole Defaults make sure "inner Dimension" is checked. Then under the Locate Elevations section, remove the check mark from the "outer" column, making them all inner dimensions. Then remake your story poles.
  23. Right, sorry - if you set the face item to Door, then down below hit Specify next to Shelves, you can set the shelf count to 1 and swap that with the rev-a-shelf component and set it's rollout distance.