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  1. I know this is an old post, but the custom record formats still do not seem to show up in references to extract data. The parametric objects work ok, but not the user created records. Will this be fixed, or am I missing something?
  2. Hi there... Yes there is a way! Select the DL Viewport (Reference), and click 'Classes' in the OIP. You will need to import the Classes you wish to have control over, and 'Use Document Class Definition' instead of 'Viewport-Specific Class Definition' for the said classes. This can be done by toggling the small icons in the 'Source' column, till it looks like a VW document, instead of a viewport. You may have to answer some dialogs in the affirmative in order to continue correctly. Once this is done, you should have control over the visibilities of the classes as you wished. Hope this helps!
  3. Hi... 'Tile-Symbols' are different to the tile fill attribute. 'Attribute-Tile Fills' is the folder that you are looking for to use with fill attributes. I believe the symbols used to be used as a separate command before where it duplicated the symbols to fill the space when the command was executed. This command can be found in the 'Legacy' category of the 'Menu' commands when you edit your workspace. The name of the command it self (I think) is 'Tile...'. Alternately, you can take the geometry of the desired tile symbol, and make a tile fill attribute out of it, and use it throughout the attribute palette. HTH
  4. Hi... Ensure all the correct classes are turned on. Can you see the geometry when you edit the symbol? Send a file over with such an issue. I'll check it out.
  5. Hi... This has been like this for as long as I can remember. HDRI images do not render the image in such views. They are a different type of image, and (as far as I know) cannot be extracted as a flat image. At least, not the ones located in VW. I use a different (flat) image/sky for my elevational views, but still use the lighting from the HDRI used in perspective views. HTH
  6. Hi... Welcome to VW Community Board... I am sure someone will correct me if I am wrong, but if I understand you correctly, VW is working as it should. The change in the 'Default Story Layers' dialog will only come into effect on the subsequent story created. Existing stories will remain as they were, and must be changed manually. Try creating a new story after making the change in the defaults, and check if it works how you expect it to. HTH
  7. Hi... Wondering the same thing... We've been using the same 'blank document' work around, and pasting it into the document in order to achieve our roofs! Bug? I think so!
  8. Don't mention it! Glad to help...
  9. Hi... Yes, works with ID Label Tool, but not through the Window Settings... Just confirming... :-)
  10. Hi... YES... You can clip a roof (relatively) similar to how it's done with Roof Faces WITHOUT losing it's 'intelligence'... Simply draw the shape of your subtraction, and cut/copy it... then... select the roof in question and... Modify > Edit Group You should now see a bunch of locked roof faces. Paste you subtracting shape into the desired area, and exit the 'Group'... Voila! HTH
  11. While we're at it, can we also have the option (somehow) to have the revision in the name of the PDF when Batch Exporting?
  12. Here it is... Works a charm for me btw... http://techboard.vectorworks.net/ubbthreads.php?ubb=showflat&Number=108487#Post108487
  13. Hi... I believe, Pat Stanford has a script for that. I have made it into a PIO, and use it all the time. Select a PIO you wish to check for records, and run this script... you are given a worksheet with possible data fields which can be used in your worksheets... Let me look for the link and post it here... One moment...
  14. I just realized that it is a NURBS Curve you have there, and not the Site Model itself. The Mesh Smoothing is for the Site Model when it is set to Mesh Solid, as well as for mesh objects. Unless you can convert the NURBS Curve to a mesh, my option wouldn't work. Sorry about that...
  15. Hi... Here's a thought... (dunno if it'll work though!) Duplicate the texture for the glass of the window, leaving one as the original (with reflectivity on), and tone down (or turn off the reflectivity on the other). Using class overrides, and changing the texture, you should now be able to have different textures on the same windows in different viewports! HTH
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