Jump to content

Phileas

Member
  • Posts

    206
  • Joined

  • Last visited

Everything posted by Phileas

  1. @CipesDesign ok Thanks! I'll update with how my progress goes.
  2. @Wes Gardner OK so I played around with your "wall hole" method (which is very similar to the one I proposed). I can get the 3D to look exactly like what I want it to. here, you can see the 3D symbol that I used to cut out the wall, I highlighted it because it is in an invidible class. You can also see the cut I made using the wall hole component. Everything looks fine. Even when I inserted the slab like I want it to be. However, the top/plan view gets ed up by this method: the wall hole command completely deletes the wall, even after dragging the cutting symbol out. I can't seem to fix this. Any Ideas? OK UPDATE: I built the entire thing from scratch again, and this time the 2D Part stayed the same. weird. But problem solved 🙂
  3. What would be the best way to insert exterior walls like these into a site model? I've got walls that retain the terrain running next to "pad" site modifier objects, and would like to know how I should cut out the terrain to insert a wall without having the conflict of multiple pad objects having overlaping edges at different heights, which is a paradox for VW.
  4. Hey guys I have a general question about the editing of site models: I want to create a platform, which has 1 side that follows the shape of the existing terrain, and extends a few meters out into the terrain as a perfectly flat platform. The sides, which will logically protrude from the terrain, are surrounded by walls, so I want them to be vertical. The platform has a pretty odd shape. What would be the best method to do this?
  5. and even better: rebuilding the model from source data, deleting all source data and exiting creates an unselectable object that highlights when you go over it with a box select, and has the same problem than my original site model.
  6. @Benson Shaw Thanks for your ideas. Checked your points: 3D loci display settings were set to "always show", and no loci were found underneath the model. Site model min elevation is set to 62000cm (roughly) model itself lays at that elevation as well Site modifiers all have the correct elevation layer elevation (relative to ground) is 0. Maybe that's the problem? duplicating the buggy site model and rebuilding the duplicate from source data showed that the source data consisted of 2 types of objets: 2D Points on the screen plane, and 3D Polygons following the shape of the terrain. Setting the working plane os the 2D points to "Site Model" showed these points were located far beneath the model. Thinking I found the problem, I happily deleted the points and kept only the 3D polys, but the model created by the 3D polys still had the same problem, despite no source data was left beneath the model. Any ideas on how to approach this ?
  7. @CipesDesign That was my first guess as well. However, I can't find the problem, there's nothing down there! All layers and classes are showing, I checked the source data of the existing and the created model, there's nothing! Any other ideas'?
  8. Hey guys I have a site model I imported from a 3D DWG from a site survey. However, it seems to be a bit buggy: Whenever I switch it's appearance to a 3D Mesh in the OIP, I get this: As you can see on the duplicate on the right, when I put it into extruded 3D elevation line mode, it looks fine. However, the highlight of the selected site model still look as if it was an extrude reaching far down: Any Idea what is happening? It's not that big of a problem, the only annoying this is that I always end up "Inside" the model when I switch from a 2D to a 3D view, and first have to zoom out. That is annoying.
  9. @Jonathan Pickup @Diego-Resuelvectorworks OK thanks guys!
  10. Hey guys I'm supposed to model a proposed terrain (not the existing one, the one we want to create around a new building). To do so, I unfortunately don't have height curves or any data of that kind. I have: A site model of the existing terrain made by a geometer the detailed height of the borders (since we can't change these they correspond to the original model) some 1:100 Plans with a few elevation levels, for example next to the building we want to create. That means, I have mainly a few points, no curves to set the height from. What would be the best approach to create that site model? I also don't have VW Landscape installed and can't change that. would that be a problem?
  11. @zoomer reading about your wished improvement point "non-view UnDo": If you mean that un-doing something shouldn't change back your view: you can set that in the VW preferences, in the "session" window (It's a drop-down menu).
  12. @Wes Gardner oh and btw, I checked out your method (@drelARCH converted the file for me, thx again man). To explain it quickly: create a wall style you name "virtual walls", and set the top and bottom level of these walls to height levels that are not defined within the story you're building at. This way, the walls will have no height. place these walls into an "invisible" class, so they are completely invisible, or place them in their own "virtual walls" class and have it permanently disabled. The point is these walls have to exist, but you obviously don't want them to show up in your VPs. create a slab which limits are defined by the wall you want to insert your slab into, and 3 "Virtual walls". That way, you'll have a slab that has automatically defined limits (as opposed to manually defined ones). Set the side offset of your slab on the side of the wall you want your slab to cut into to be "Outer part of the main wall component" (you can do so via the OIP). Done, your slab cuts into your walls nicely. I just find my solution to be more versatile, as you can define the shape of the cut manually, and also more "logical", since it bothers me to add some illogical objects like virtual walls. Also: make sure you don't have a parametric object like a slab or wall object in your symbol
  13. OK I FOUND A SOLUTION: Model your slab until you're happy with it make it a symbol, make sure it inserts into walls adjust 2D appearance of the symbol if needed edit the 3D wall insertion of the symbol (or whatever it is called in english, the part where you can edit the shape of the cut the symbol makes into walls) create a volume that fits exactly the shape of the cut you want to make into the wall place it where you want the cut to be, relatively to the slab you want to insert exit symbol there you are
  14. @drelARCH Yeah, but converting 2017 to 2018 is easy, so your previous post actually worked 🙂 but thx again
  15. I also need a 2019 file converted to 2018 if anyone can help me out: Test It.vwx
  16. @drelARCH yeah I'm kinda spamming the forum lately lol 🙂 Just like you, I'm trying to learn every technique available to be able to use this program to it's full extent as I feel like it has a lot of potential once you get the hand of it.
  17. @Wes Gardner your pictures look very promising up there, it looks exactly like what I want to achieve actually. But my version of VW can't open the file you shared, saying it's "a much older version and probably damaged". Could you explain quickly how you achieved that? And by wall hole command do you mean the "substract from wall" command in the AEC drop down menu? or the "Window bay" part of the "Doors and Windows"-tool? cause this tool cuts through all components, making it useless to me. And the "substract from wall" command destroys the 2D appearance of my wall, that's why I don't use it...
  18. UPDATE: I somehow managed to do this by furiously clicking the walls in a random order with the T-Wall-Join tool active lol To those struggling with this: keep trying 🙂
  19. @RussU you can only join wall components of already joined walls. My problem is that I can't get the walls to join in the first place...
  20. The 2 bottom walls have the same style, the top one is a different style. Is it somehow posaible to join them together so that the middle component that is common to all 3 walls is continuous?
  21. UPDATE: So instead of trying to substract the surplus of isolation, which caused my top/plan view to not show the component anymore, I've now tried to set the general height of the top end of the wall to the lowest level I want, and then add solids using "add surface", since that doesn't destroy the top/plan view. I find myself facing a new problem now: When I just add a square that doesn't touch the end of the wall, everything is fine: But as soon as I add the little triangular shape I have to fill in, everything goes bananas: this thing is really starting to piss me off, cause I'm losing valuable time. I move on on other things while waiting for a solution, but what bothers me is that I'm not trying to do something complicated... This is a simple project, and every construction has walls with different component offsets within itself. I know I could just add a solid that'snot part of the wall but still has the right fill, or I could simply make this single wall into 5 different walls, but I feel this should be somehow possible to solve without such illogical methods as it's not something complicated... I'm guessing I'm attacking this issue in a completely wrong way... I'm actually trying to insert a slab into a wall by having it cut through one of the components of the wall only. I can't use the standard top end offset command in the OIP because the slab I'm trying to insert doesn't take up the full length of the wall. I can't use the manual adjustment of the wall peaks and add vertices and offset them, because that affects all components. How do you do this?
  22. @bcd Thanks for your answer. However, this method up the top/plan appearance: The bricks don't show anymore... any solution?
×
×
  • Create New...