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About JBenghiat

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  1. All dialogs are modal and take focus. The only places you can present UI elements while the drawing has focus are the mode bar and object info. You can have a dialog refresh the drawing while it is open, though. What are you trying to accomplish?
  2. That level of UI modification isn't possible, and the buttons are generated by the OS, not image based. Generally, they are designed for things like opening a dialog or forcing a refresh. The checkbox is going to be your best UI option.
  3. The data is there, you just need to add ResetObject (Fixture); if you want to see the value change with Obj Info open.
  4. I’ve also manually attached tagged groups to the aux list when I’ve needed more storage containers. Anything that’s in the aux list won’t show up in the drawing. I know now there are providers for using custom storage groups, but I haven’t figured them out. If you don’t need to provide a UI to the storage group, you don’t need any special handling other than searching the aux list for your desired group.
  5. Unlike distance, mass isn't a value stored natively in VW. All mass storage is via text field, which includes units. Commands in the API convert between the text field and real numbers. Look at the Mass commands in http://developer.vectorworks.net/index.php/VS:Function_Reference#Truss_Analysis. The discreet mass units settings aren't exposed to VS.
  6. There's nothing "magic" about the Ladder tool -- it is just an aid for creating the position geometry, it won't position lights for you. In your example, this is likely all just 2D drawing, with the overhead view being separate 2D objects. This is my usual method for vertical positions: draw the position in elevation using Lighting Devices and draw a Top/Plan footprint using separate symbols. If you do want to have these be a single set of objects, look at Create Plot and Model View... Search the forum for numerous posts on the topic.
  7. If you made a rough plot using Beam Draw, you can export Instrument X, Instrument Y, Position Height, Pan, Tilt, and Channel directly from Beam Draw. I recommend creating a report with this information and exporting the worksheet. If you don't need other data attached to the Lighting Device, this should be all you need. Otherwise, capture may be able to merge in the Beam Draw data based on Channel.
  8. How do you plan on drawing the position? Rotate the 2D portion how you would like, vertically, at an angle, etc. The footprint is what gives you a top/plan representation of the position. The main 2D component is a schematic view of the pipe that you would use to draw lights etc. in elevation. If you simply need a 3D pipe without the schematic 2D view, extrude a 1.9" diameter circle.
  9. Set the J Rotation to 90. The rotation affects the 3D component and the footprint of the position.
  10. Well, ambient occlusion isn't an OpenGL option, it's a light and shadow option, just like the ambient lighting settings, that affect all raster renders, not just OpenGL. This is like the DPI settings, which affect OpenGL but are not exclusive to OpenGL. One thing that is a bug is that AO should not be dependent on ambient lighting being on. You can turn it off and still see AO (especially if using RW and HDRI lighting) even though the options are grayed.
  11. Also, the render style has Artistic Edges on. (Possibly a change to the style?). If you don’t want this, when you edit the style, you can turn these off.
  12. Both OpenGL and Custom Renderworks have options to turn off both textures and colors. The style Pat mentions above combines those Custom RW options with a few others to make the render look more stylized.
  13. Before installing, rename or delete your old 2018 application folder. Or, in other words, when prompted by the installer, don’t select an existing install. The SP installers will do a full install, not just an update of changed files.
  14. It looks like you rendered in Dashed Hidden Line, which shows any "x-ray" lines as dashed. Sound like you want to be in Hidden Line mode. OpenGL replaced shaded poly around VW 8, at least on the Mac, so if you are noticing a difference in rendering for the same object, it is more likely due to how VW stores the data to describe the object.
  15. Shaded Polygon is really a legacy render mode that predates OpenGL. I think what you want is an OpenGL background render and a Hidden Line foreground render.