rlackore

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Everything posted by rlackore

  1. Hirnsausen, Attached is a metric plan, per your request. This plan uses two roof planes, one for the main roof and one for the glazing. The glazing is revealed by using a roof hole in the main roof. FYI, when you need to move stuff from an Imperial plan to a Metric plan you can simply use Edit>Edit Area and copy/paste. The units will be all wrong, but at least it gives you the geometry that you can examine and modify. bow roof metric.plan
  2. Just like you - trial and error. I know we've had a few forum posts discussing UV mapping in Chief; this conundrum is another example of how we need better controls.
  3. You can get pretty close with a standard Chief texture, but you need to adjust the X-offset of the pattern and texture (depending on where the wall is in the world space), and you have to live with the fact that Chief doesn't apply textures to the top of walls properly:
  4. Your first step is to make the overhangs on the sides of the garage equal - then you can drop in Roof Plane on the end to create the hip. There are a lot of issues with the other roofs on your plan: unequal pitches, overhangs, fascia heights, etc. You may want to review the manual sections on roofs.
  5. You can also create the doors and save them to your library. Here's an example: Cabinet Door.calibz
  6. That is also my interpretation - not just a line that shows the transition, but a call-out or marker to specify the materials (usually via a schedule) on either side of the transition. I use a different kind of symbol than the OP, but the concept is the same.
  7. AFAIK there is no automatic method - I manually place symbols to call out transitions and materials - similar to how you've shown in your attached pdf.
  8. Here is one method for the roof windows; it uses a modified roof plane for the window. I modified Mark's plan (hope you don't mind Mark). roof 1 modified.plan This can also be done without splitting the main roof; instead use a Roof Hole to reveal the glass roof plane beneath.
  9. Check page 393 of the X7 user manual - it covers Window Levels. Briefly, just add the transom window like you would any other, size it, set it's height above the floor, and move into position over the lower window (or you can simply copy/paste-hold-position the lower window and modify the copy). Then use the Window Level option. You can mull the units in an elevation view.
  10. Draw the perimeter walls (I drew a 35'x50' perimeter). Select the room, open the Room Specification dbx and set the Floor Structure accordingly and the Ceiling to the height of the rafter plates. Here I've got a 2x10 floor with 3/4" sheathing and a 3" ceiling height to simulate a double plate: Draw your two roof planes. Get rid of the gutter and reduce the eave to 6". Set the Eaves Cut to Square. Select both roof planes and open the Roof Specification dbx. Lock the Baseline Height and set the Pitch to the starting pitch of the bow roof. I set mine to 16:12. then check Curved Roof and set the Angle at Ridge to the ridge pitch of the bow roof; I set mine to 4.76 degrees (1:12). Don't freak when the Angle at Eave, Angle at Ridge, and Radius to Roof Surface numbers all change - it's normal. This is what you'll get: You'll have to play with things to get exactly what you want.
  11. I'd switch to using iCaps instead - that will probably work.
  12. It matters if you have large gravity loads, poor soil, unbalanced fill, etc.
  13. There it is. It's all in the mix, the slump, and the pour sequence. However, by the time you get back around to the corner that is "set-up", are you confident the concrete is still plastic enough to avoid a cold joint? If not, then you're pouring a footing, and a stem wall - not a mono slab. Granted, if you've got vertical hooks then it isn't much of an issue.
  14. Makes sense, only because it was created using the Slab tool. CA isn't guessing how you're going to use the slab as a building component - so it sticks it on the Slab layer. Because it's a foundation. It does - but it's on the Floor Surfaces layer. I agree - this is the part that makes the least sense, and should be fixed.
  15. But is it? Why? If a wood subfloor is placed on the Floors Surfaces layer, why wouldn't an interior slab be placed there? Both components act as a base for a finished floor system. I'm not saying that interior slabs don't deserve their own layer, but I think the current system is logical, if not convenient.
  16. This post got WAY off-topic. The original OP issue still remains: how to display an interior slab controlled by the Room>Structure dbx without displaying the subfloor of the framed story above? If you consider the interior slab as a building component it's nothing more than a specialized unfinished subfloor - so having the display controlled by the Floor Surfaces layer makes sense. But lots of folks consider an interior slab as part of the foundation if for no better reason than it's concrete, even if the actual pour occurs after the framing is erected. I'm not sure there's an easy answer, or even what's the best answer.
  17. Whether you need frost protection or not, what Joe's plan shows is a three-component pour: footing, wall, and interior slab. As you noted CA doesn't provide the dbx controls necessary to create this kind of construction when the Monolithic Slab Foundation box is checked. I've examined your posted images, and they show a very nice mono slab, which isn't what Joe wants. Please post your example plan so I can be educated and understand how you would achieve what Joe wants using a mono-slab.
  18. Scott, Joe isn't creating a mono-slab - it's a frost wall with a slab - two different things and you can't achieve what Joe wants with a mono-slab.
  19. This doesn't help with orienting the texture on individual faces of non-exploded geometry. I think it would be helpful if we could control the orientation of a texture without having to explode a shape. We don't need complex UV-mapping tools, just the ability to select a surface and rotate/flip/scale the assigned texture.
  20. The suggestion forum would be a good place to request that CA give us control of how individual surfaces of complex objects are texture mapped.
  21. Just as Glen said: Define Material>Texture>Scale.
  22. Could you use a railing wall with an infill panel? I know railing walls with stairs have some disadvantages, but it may work for you: Railing Panel.calibz