Joe_Carrick

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Posts posted by Joe_Carrick

  1. Larry,

     

    I use the following definition:

     

    Cross Section ..........  A section cut across the entire building (sometimes it includes visible elevations and sometimes not).  Usually it's at the same scale as you would use for Exterior Elevations and is labeled Cross Section A-A, etc.

    Section ....................  A localized Detail (such as a wall).  Usually this is at a larger scale showing more detail and is labeled Wall Detail [C] or something similar.

     

    In either case using the "Backclipped Cross-Section" tool or the "Cross section/Elevation" tool is really a matter of preference.

    • Upvote 1
  2. Try using "Open Object" button > General > Library.. This will access all doors in the database.

     

    Hope this helps.

     

    -Aros

    Yes, I know that works.  It's what I meant when I said it worked in the Door dbx (aka "Open Object" button > General > Library).  I'm just saying that it should work that way with the Replace from Library icon.

  3. It's not really "Shadows", it's "Shade". 

     

    Shadows are what's created because an object is blocking the light (during an eclipse the moon casts a shadow on the earth).

     

    Shade is the lack of light striking the surface on the opposite side from the light source. (half of the moon is in shade)

     

    In your case, half of the fascia is in shade so it's just a darker version of the fascia color.

  4. Yep, it's the sun direction.  You can check that by changing the time of day CAD>Lines>Sun Angle to later in the afternoon.  That will cause the sun to be shining on the side of the building that has the fireplace chimney.  Also, turning on Shadows - or doing a "Final View with Shadows" will show how that works.

  5. There are 2 possibilities that I can think of:

     

    1.  It's just the difference between the direction of the surfaces (shade).

    2.  If you are using the eyedropper, make sure you don't have "Blend with Material" selected in the toolbar.  That's the default OOB and it can cause some confusion.

     

    If you don't have "Blend with Material" selected and it still won't change then #1 is the answer.

  6. When I select a Door and then select the "Replace From Library" icon - only "Doorways" in the Library are available.  I want to replace the Door Symbol itself.

     

    Obviously this should work since it works from within the Door dbx.  I don't know if it was this way in X5, but IAE it's a PITA.

  7. Attached is a Library of Pocket and Surface Sliding Doors with Pull Hardware included. There are Symbols for Closed, Open 18" and Open 26".

    I set the z-origin at 1/2" so that there's a 1/2" gap between the floor and the bottom of the door.

     

    The surface Sliding Doors are exactly the same as the Pocket Doors except that I offset the y-origin -4" to move the door outside of the wall.  This works in 3D but not in Plan View.  There's also a Symbol for the Surface Door Frame/Track.

     

    Note:  I still need to work on a "Broken Arch" Raised Panel Door.

     

    I would like to request that CA do the following:

     

    1.  Add an option for Door Symbols that specifies Door Type so that any door symbol inserted by selecting from the Library would use that designation (IOW, if the Librarty option was "Pocket" or "Sliding" that it would be inserted into a wall as that Type.

     

    2.  Add the ability to switch the "swing side" of a "Pocket" door so that the y-offset value would be reversed (+/-) in the 3D Views.

     

    4.  Make the Plan View of Pocket Doors consistent with the 3D y-origin offset.  This would make it work for Surface Sliding Doors.

     

    5.  Fix the problems with Casings disappearing when Doors are edited in the dbx.  This might only occur with door symbols - I'm not really sure what causes it but it is really annoying.

     

    6.  Don't suppress the Door Jambs just because the Casings are suppressed.  There are cases where we need Jambs without Casings.

     

    7.  Fix the RO, Header Size and Framing for Pocket Doors.

     

    8.  Bullnose Casings (Flush with Drywall)

     

         This implies that the Door Frame is automatically the full wall thickness (minus the finish wall materials).

         Or, perhaps no casings but with a Bullnose edge on the Drywall the dies into the Door Frame (1/4" overlap

         of the Frame).

    Sliding Doors with Pull Hardware.zip

    • Upvote 8
  8. When a Symbol is created with new material definitions and added to the Library, the materials are not retained as a part of the Symbol in the Library.  This is a new bug that I've never seen before.  It essentially means that when the symbol is placed in another plan it can have very strange and seemingly arbitrary materials assigned to it.  In prior versions whenever a Symbol was brought in from the Library it would bring those materials into the Plan and everything would match what was originally added to the Library.

     

    This is a huge problem.  I don't want to have to adjust materials with each Plan that I use.   :angry:  :(  :(  :angry:  

    • Upvote 1
  9. Cliff,

     

    I'll work on those as well.  Currently I'm up to the point where all the materials are editable (Stiles, Rails, Upper and Lower Panels) and I've also included offsets of y=5 & y=-5 to accommodate "Barn Sliding" but I need to generate 2D Blocks and symbols for the Surface Pocket Tracks.

     

    This will be a Library of over 40 Symbols before I'm done.  It's a kludge vs a software fix, but IMO it's safer to do it this way.  I don't have a lot of faith that CA would get it right in software.  :D;) ;)

  10. I'm working on a set of Pocket Door Symbols with Pulls.  Here's an example of the 3 doors I've done so far.

     

    1.  Single Panel (Shaker style - closed and open)

    2.  Double Panel (Shaker style - closed and open)

    3.  Slab (closed and open)

     

    I also want to do Single and Double Raised Panel and Single and Double Glass Panel.

     

    Does anyone have any other desired styles? 

    Should the open Doors be more or less open?  Currently they are 1/2 open but I could make them more or less.

    post-47-0-66844700-1395503045_thumb.jpg

  11. I'm not sure why, but sometimes door casings disappear in X6.  It seems to be only with Door Symbols selected from the Library - and then maybe only when converted to a Pocket Slider.  IAE, once it starts to happen then any edit to the door will likely turn off the casings.

     

    It might also be related to using a new plan.  I would need to check to see if saving the plan would make this problem go away.

  12. In order to have a half open Pocket Door in 3D:

     

    1.  Use a Door Symbol with the x origin offset 1/2 of the Door Width.

    2.  You need to copy the desired door to your User Library, open it and adjust the x origin.

    3.  Now, insert that Door in the Wall and make it a "Pocket Door".

    post-47-0-29841100-1395415010_thumb.jpg

    • Upvote 1
  13. So, just for fun I did this symbol in Chief.  It's just a slab door but it has a pull set in at +36".

     

    Note:  The pull will only show when the door is in the closed position since Chief doesn't just move/offset the symbol when it's open - it just draws it's own representation of the pocket door.

     

      So I copied my symbol and offset the x origin 15".  That gives a Pocket door half open for a 30" wide door. 

    post-47-0-70617100-1395411924_thumb.jpg

    Pocket Door.zip

    post-47-0-18752300-1395414648_thumb.jpg