rlackore

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Everything posted by rlackore

  1. There should definitely be a way to copy cameras. I'll use this opportunity to stump for one of my posts in the suggestion forum... https://chieftalk.chiefarchitect.com/index.php?/topic/2635-duplicate-tabs/ ...that would create a duplicate tab that copies the camera view, with an option to create a new camera at the same time. This is only within the same plan, so it doesn't solve copying cameras between plans.
  2. I suggest creating your jack arch as a millwork symbol which can be applied to the window in the Treatments>Exterior Millwork Above Casing dbx. Instead of modeling the jack arch as full-depth, model the depth to match the reveal you want - then when it is applied it will look correct in camera view.
  3. Both materials are showing for the jack arches - but maybe you were expecting one material to be the brick, and the other to be the mortar. That's not how the jack arch symbols are modeled. Shoot an ortho overview and zoom in on the jack arches to see what I mean.
  4. This might get you started. Basically, it's two stair sections, as Joey mentioned, each with a separate landing. The lower section is defined as a winder, and there is a pony wall between the sections to fill in the gap created by breaking the stairs into two separate sections. There are still issues, such as the newel on the second tread instead of the first; and of course the fancy paneling and balusters, etc. There are probably better methods - I'm no stair guru. test stair.plan
  5. The walls will break - you just have to keep picking points a bit farther away from the intersection until it happens. CA is funny that way.
  6. Break the south wall at the intersection with the west wall. Now redefine the little stub of the south wall to be 8" total thickness.
  7. I opened the CAD detail and everything looks fine on my end. I wonder if it may be a display (or driver) issue. Sometimes I'll notice a slight "skew" to an orthogonal line while zooming and panning.
  8. That's not really true, is it? When a wall start or end is located at/near a wall intersection, you can't adjust the length absolutely - CA will adjust the length to create the intersection.
  9. That's interesting. So, it's a work-around to "lock" the wall height. I agree that an ability to select/deselect the check box would be helpful, or maybe something more obvious, like check boxes for "lock top height", "lock bottom height", "lock length", etc.
  10. Scott, By age 50 you'd think I could read a post. You're right, the sill plate disappears until the Default Wall Height box is rechecked, so I answered my own question about whether that box makes a difference. However, I don't lose the exterior finish; a separate issue maybe?
  11. Post-operative plan is attached. Crestview Wall Drag Test.plan Here is proof I dragged the wall down: ...and proof that I dragged it back up: ...and here is an ortho view after dragging back up: Stupid question maybe, but did you build the framing in the first place - before noticing that the sill wasn't there?
  12. I don't have that problem. I can drag it up an down, and it rebuilds the sill plate and exterior finish just fine. Yes, the Default Wall Height is not restored, though. Does the check box matter? Does CA treat the wall differently, even though there is essentially no other difference?
  13. The problem is that the main layer of your exterior walls is defined as a Gap. Edit this material to make it Framing, and the walls will build down to the foundation.
  14. I can't fix the problem with Polyline Solids for you, but alternatively you could build the mirror out of something that does reference the floor, such as a soffit.
  15. Make sure the Rooms layer is turned off, because that will display the floor finishes.
  16. I can't figure out these: Audio/Video HVAC Plumbing AFAIK, nothing from the CA library or menu uses these layers.
  17. I didn't start with CA until X5, so I don't know about X3, but maybe you can shoot an elevation, break the attic wall above the window, and drag that portion down to the window head.
  18. The Pattern is defined and scaled separately from the Texture. Simply open the Material and adjust the size of the Texture map until you get the desired result.
  19. Yes, I know by default it's set to replace all the flooring under it - but the problem is it replaced ALL the flooring throughout the room, not just underneath the material region. I've gotten it to work, but not consistently. When I applied a new region, then rotated it, the region duplicated itself and deleted the entire floor. After multiple undo ops, and multiple attempts, I've got what I want; however, the implementation seems buggy. Maybe it's just me.
  20. Only if it's defined as a separate room, which for schedule purposes and such I don't want to do. While investigating this problem, I created a material region in one room, expanded it to span into an adjacent room, then when I deleted the region, the adjacent room did not rebuild the default floor - it leaves a hole where the material region was. The original room rebuilt fine.
  21. I have a hallway where I need to change the angle of the hardwood floor. I created a floor material region with the required angle, set it to replace the finish floor, but instead of just replacing the region, it has wiped out the entire hallway floor. Now, deleting the material region doesn't restore the old floor, even though the dbx is checked for the default finish floor. I haven't noticed a similar problem with wall material regions, so I can't imagine this is the intended behavior.
  22. http://www.celblox.com/index.php?option=com_content&view=article&id=20&Itemid=20
  23. But what if the OP wants 9-1/4" rafters?
  24. I'm not a roof expert, but I can tell you that the gap varies with the rafter depth - the deeper the rafter, the wider the gap. I'll keep thinking - but probably won't figure it out before one of the experts.