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Thread: Floor finishes plan

  1. #21
    Administrator Munkholm's Avatar
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    The Area Scheme will auto pick up the values from "Floor Finish" in all your rooms - I find it best to modify those values from a Room Schedule.

    PS. In the Room Schedule, you can chose to not "Itemice every instance" and sort by "Floor Finish", this allows you to change multiple rooms with the same value at once: I.e. changing 100 rooms with "carpet" to "MXX:XX - Carpet"

  2. #22
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    Quote Originally Posted by Alfienoakes View Post
    I am setting mine up as per the attached.. And yes. dont go away just yet..

    I have noticed, before today, that once you add a value into the color scheme, you cant seem to edit it..? So for example, if I want to add a spec ref to my value "Carpet" it seems I have to create a new entry..?

    Is this correct..?

    Cheers
    Unfortunately, yes: this is correct (as far as I know. If anyone has a workaround for this, please share!)

    EDIT: I see Munkholm types faster then me, or it is my crappy connection failing over and over again. Thanks for the workaround Munkholm! Never thought about that connection between them.
    Last edited by mdradvies; January 13th, 2011 at 03:21 PM. Reason: damned ISP

  3. #23
    Member Alfienoakes's Avatar
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    Yep,

    As I posted I found that out. You can change the text using the "properties" window as well, in the parameters roll outs..

    One thing I did notice as well, is that if you add "values" to the color schemes using the edit color scheme dialogue, you cant use all the usual symbols, : / " etc, etc..

    But, if you enter them via the properties tab, you can put whatever you want into the value, and the color scheme picks it up no problems..!

  4. #24
    Forum Co-Founder Alfredo Medina's Avatar
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    Quote Originally Posted by Alfienoakes View Post
    I am setting mine up (Floor Finish Legend) as per the attached.. (see Floor Finish Legend image in reply # 20)...
    Cheers
    Speaking of the Floor Finish Legend, how woud you deal with rooms where there are two or more types of floors?

  5. #25
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    Quote Originally Posted by Alfredo Medina View Post
    Speaking of the Floor Finish Legend, how woud you deal with rooms where there are two or more types of floors?
    Yep, that would be a pain. This mostly happens in particular situations as a entrance hall with a reception counter or something. Usually in my project they get cut up in virtual rooms anyway because of building codes. If not, I just apply an extra floor as stated by Gordon and Aaron.

  6. #26
    Member Alfienoakes's Avatar
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    Quote Originally Posted by mdradvies View Post
    Yep, that would be a pain. This mostly happens in particular situations as a entrance hall with a reception counter or something. Usually in my project they get cut up in virtual rooms anyway because of building codes. If not, I just apply an extra floor as stated by Gordon and Aaron.
    Yes..

    I was looking at exactly that, entrances etc.. I suppose as mdradvies states, if the areas are big enough, you could split them into "virtual rooms" within the room, or as for entrances, just add some area fill I suppose. Perhaps you could somehow come up with a prefix or sorting so that if you have to split a room in this way, you could still collate the bits together in a room area schedule..

    Dont want to make other things tricky or not work properly, just for the sake of a few surfaces..
    Last edited by Alfienoakes; January 14th, 2011 at 07:51 AM. Reason: bad grammar..

  7. #27
    Forum Co-Founder Alfredo Medina's Avatar
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    Another alternative for creating a Floor Finish Legend is this:

    Create a family, such as "Floor Finish Types", a generic model with a simple extrusion, a small square. Create a material parameter. Then paint the surface of this square with the material parameter. Create as many types as floor finishes you need, and assign a material to each type in its material parameter.

    Once loaded into the project, the project browser will show this family under Generic models as > Floor Finish Types > Floor Finish Type A, ...Type B, ...Type C, etc. Now you can create a legend, and drag these items from the project browser into the legend. Then add line-work and notes as required.

    See illustration.
    Attached Thumbnails Attached Thumbnails Floor finishes plan-floor-finish-legend.jpg  

  8. #28
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    Quote Originally Posted by Alfredo Medina View Post
    Another alternative for creating a Floor Finish Legend is this:

    Create a family, such as "Floor Finish Types", a generic model with a simple extrusion, a small square. Create a material parameter. Then paint the surface of this square with the material parameter. Create as many types as floor finishes you need, and assign a material to each type in its material parameter.

    Once loaded into the project, the project browser will show this family under Generic models as > Flor Finish Types > Flor Finish Type A, ...Type B, ...Type C, etc. Now you can create a legend, and drag these items from the project browser into the legend. Then add line-work and notes as required.

    See illustration.
    Hi Alf, I'm interested in this procedure to make a glass type legend. Can you explain how one would " paint the surface of this square with the material parameter"? thanks!

  9. #29
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    Quote Originally Posted by Dave Jones View Post
    Hi Alf, I'm interested in this procedure to make a glass type legend. Can you explain how one would " paint the surface of this square with the material parameter"? thanks!
    I'm guessing he means this:

    1. Create a new Generic Model Family, set up the extrusion as described.
    2. Go to the Properties Dialogue Box, Click Add (Parameter) and create a new Material Parameter. Name it Material_Type. Make it a Type Parameter (this one is important)
    3. Save the Family under different names for each finish type you want (f.e. Floor Finish Type, or Glass Type, etc)
    4. Load into project.
    5. Create the different types of this Family in the Project Browser or by placing one instance and go to Edit Type > Duplicate. Assign the correct Material in your Material Parameter for each type. (this is slightly different from Alf's approach but I think this is more convenient since you would have already placed/created these Materials in your project, and as such there's no need to also create them in your Family).
    6. Create the Legend as Alf described.

  10. #30
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    Quote Originally Posted by mdradvies View Post
    I'm guessing he means this:

    1. Create a new Generic Model Family, set up the extrusion as described.
    2. Go to the Properties Dialogue Box, Click Add (Parameter) and create a new Material Parameter. Name it Material_Type. Make it a Type Parameter (this one is important)
    3. Save the Family under different names for each finish type you want (f.e. Floor Finish Type, or Glass Type, etc)
    4. Load into project.
    5. Create the different types of this Family in the Project Browser or by placing one instance and go to Edit Type > Duplicate. Assign the correct Material in your Material Parameter for each type. (this is slightly different from Alf's approach but I think this is more convenient since you would have already placed/created these Materials in your project, and as such there's no need to also create them in your Family).
    6. Create the Legend as Alf described.
    firstly, thank you for the help. Glass types and surface pattern to be used on each type are different on each project so I don't have them in my template. As such I'd like to have them in a family which I'd like to load into the project and be able to change the surface pattern on the square to any of the glass types listed in my family.

    I created a material parameter called Glass Type and it is a Type parameter, material type, grouped under Materials and Finishes. I then go to Manage/Materials and create new materials (Glass Type A, Glass Type B, etc) and assign each a different surface pattern. I then go to Family Types and create new families (Glass Type A, Glass Type B, etc) and for each type I change the Glass Type parameter to the correct value for that type. Load the family into a project and I get a Generic Model/Glass Types/Glass Type A and Glass Type B. But the surface pattern for both is a Glass Type A pattern. I"m missing a step or making a mis step in my family creation.

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