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domer1322

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About domer1322

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    Architect
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    Virginia Beach

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  1. Boh: thanks for the reply. I needed someone with real skill to verify that it isn't possible. I suppose sometimes the 99% technique might be OK, but I want to render it in OpenGL without seeing the line. Also, in RW the shingles don't line up. I found a not-too-complicated work around . It is a bit frustrating though ..... this roof shape is very common in my area for old ranch houses that are now being renovated. The roof tool let me down.
  2. domer1322

    Selim

    you could try this work-around: make the walking surface of your ramp as a slab or generic solid. Then use the extract tool to extract the edge of the slab as a NURBs curve. Use the NURBS curve as the path for an extrude along path with the handrail profile. Also use the NURBS curve to duplicate many balusters along a path. This will work if the railing and guards are not too complicated, but even small ironwork patterns can be duplicated along the NURBS path if you wish. I was doing this for a project when I read your inquiry and it is working for me. I hope this helps.
  3. It seems I can't reproduce this very common roof structure and ask for your help. In the attached image, I want to make the plane of roof A be co-planar with roof surface B, as well as have that roof portion overhang a bit as shown. I understand it means that the bearing height of the wall shown with the purple line must be lower than the bearing height of the wall with the yellow line. However, when I try to reduce the bearing height of the purple wall, it will not allow me to fully lower it so that the planes are co-planar. It does allow me to lower the plane of roof A, but not enough to make it co-planar before I get an error message. I know that I can change the roof into generic solids and then make the change, but I don't want to do that, since I can't return it to being a roof object. Any help is appreciated ..... thanks
  4. Ok .. thanks .... I'm just repeating the answer here so that I can find this thread in the future ... in case I forget again. The answer was to set the jamb to a class, and then hide that class.
  5. At one time I knew what caused white lines to appear around openings when inserted into a wall, but now I forgot and I can't fix this. I ask for help ... look at the attached image and tell me how to get rid of the white lines that appear around the opening on the corner edges of the opening/wall. It occurs in OpenGL and RW.
  6. UPDATE: I discovered that I can insert a window dormer from the VW libraries ... IF.... I click and drag it directly on to the roof. Whenever I first drag it on the drawing (but not on the roof) and then I drag it over the roof (in top/plan view) then it does not insert itself as a dormer. This seems odd to me. Is it supposed to work that way ?
  7. thanks ... but I tried that multiple times. Perhaps I should have asked the question this way .... When I drag my window symbol over the top of my roof, and the roof does not high-lite nor show any indication that it will insert it, then what have I done wrong ?
  8. I'm embarrassed to ask this .... I want to make a roof dormer and the manual says to insert a window symbol, but NOT a plug-in object. I can't use the 'window' tool because that makes PIOs. Then I went to the libraries, and every library has a PIO for windows from various manufacturers. So ... how do I convert a Plug in object to a symbol so it can be inserted in a roof to make a dormer ? I tried to 'ungroup' it but that won't let it be inserted.
  9. well ... thanks for the effort. I've been trying to figure it out, and this is my observation. The DTM model is set up by using perimeter 3D loci in the source data, all set to a certain elevation (let's say -2 ft) I'm not using imported survey data. These elevations are noted by me in the field without a survey. The 'hole' seems to be caused by two 3D loci that have an elevation lower than the perimeter loci (= -2 ft 3 inches). So, I guess I solved this by changing the perimeter boundary loci to be lower (- 3ft). But this puzzles me because I had my DTM settings set to minimum elevation much lower ( - 5 ft) so I should have been able to see everything without a 'hole' down to minus 4 ft --- right ? Perhaps ... is it possible that VW won't process negative elevations correctly ? In this case, I set up the finish floor to be = 0 for my convenience. PS: I've tried to find corrupted source data based on your comments, to no avail. I've had multiple freezes with this file whenever trying to render using 3D extruded contours, but can't figure out why. (It doesn't happen every time ... the worse kind of issue to solve.)
  10. yes ... thanks for your reply .... I stripped down the original file and attached it. I've found that I can move the "hole", but can't get rid of it if I try to keep the same elevations. I attached a jpg image of the same 'hole' ... after I moved it. I know that i can eliminate it if I change the elevations in the DTM source data, but I don't want to change those as I'm trying to model actual conditions. NOTE: I am working in VW 2015. DTM test.vwx
  11. Can anyone explain what is wrong here ? The attached image shows an existing topographic DTM that has a depression next to the steps. When setting the DTM to show 3D extruded contours, there appears to be a hole in the DTM (next to the purple cylinder). Rendering with OpenGL or RW has the same result. However, the 3rd image shows the DTM with 3D Mesh or 3D triangles instead of extruded contours. I tried to reset the DTM settings to have a lower minimum elevation, but it didn't fit it. All images show only the existing DTM (not proposed) and the proposed layers are turned off. Any suggestions ?
  12. can VW architect with RW use textures that can be downloaded from sites that share Sketchup textures ? If so, how do you change the file format so that it is useable in RW ? Please provide any tips on how to translate or use Sketchup textures. Thanks ...
  13. thank you so much for helping out .... as usual, it was something I just didn't understand.
  14. I'm puzzled .... if I put a texture bed in class 'A' on a DTM and then turn off the class 'A', it seems the DTM still shows the texture bed, even after updating. I was trying different options, so I want to have different texture beds on the DTM and easily be able to toggle between options. Is there a method to do this ? Am I just not seeing things correctly ?
  15. Wes: thank you very much ... that was the simple solution I was looking for. It now shows up on the second floor 2D plan view. Sorry I didn't notice that little check box. I can't help but notice, however, that it isn't perfect. If I try to view the second floor only in a 3D isometric view with OpenGL, then the stairway does not appear. I guess it can't possibly work the way I hoped, because if I had both layers turned on, then I'd see a duplicate of the same stair ... unless it was smart enough to know that I only wanted to see one stairway in any view I designated. I need a software program that monitors my brain waves and acts accordingly. (well .. maybe not .. that might crash my computer)

 

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