D openings not showing up in Elevation

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2008-04-11 04:02 PM
2008-04-11
04:02 PM
Now, after further exploration, it seems that four out of the six D Openings (Arch, SemiArch, Horseshoe and Ogee-Centered) are not correctly seen in elevation when viewed from one side but okay from the opposite side!

My library and AC are up to date and I've taken default values for making the screenshots (with a default template). Has anyone else faced this problem? It's probably something in the 3D script but I'm still a bit too raw at GDL to attempt a correction.

If it's any help, when the outlines don't show in elevation, neither do the hotspots.
= v i s t a s p =
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
16 REPLIES 16

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2008-04-17 01:51 PM
2008-04-17
01:51 PM
Thomas wrote:I would love to Thomas. Will do that as soon as one of you gurus confirms that it is, in fact, all correct.
Please put them in the GDL object depository!

Thanks.
= v i s t a s p =
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
Anonymous
Not applicable
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2008-04-19 12:08 PM
2008-04-19
12:08 PM
Hi Vistasp,
It seems to work fine...
One thing that I still don't understand is some mask codes like these:
wallniche 10, 1, 2+16,
0,0,1, C_-K_,
A/2,B-C, 79+16,
A/2-R,B-C, 900,
0,ASN(C/R), 4079+16,
0, B, 79+16,
R-A/2,B-C, 900,
0,ASN(C/R), 4079+16,
-A/2,B-C,79+16,
-A/2,0,13+16,
A/2,0,15+16,
A/2,B-C,-1
I can't find any information about them in GDL Ref Guide...
But as I said it works fine in 2D/3D and in curved walls.
Good Job Vistasp!
It seems to work fine...
One thing that I still don't understand is some mask codes like these:
wallniche 10, 1, 2+16,
0,0,1, C_-K_,
A/2,B-C, 79+16,
A/2-R,B-C, 900,
0,ASN(C/R), 4079+16,
0, B, 79+16,
R-A/2,B-C, 900,
0,ASN(C/R), 4079+16,
-A/2,B-C,79+16,
-A/2,0,13+16,
A/2,0,15+16,
A/2,B-C,-1
I can't find any information about them in GDL Ref Guide...

But as I said it works fine in 2D/3D and in curved walls.
Good Job Vistasp!


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2008-04-19 06:36 PM
2008-04-19
06:36 PM
Braza wrote:I have no clue for the most part either, Paulo!
One thing that I still don't understand is some mask codes like these:
wallniche 10, 1, 2+16,
0,0,1, C_-K_,
A/2,B-C, 79+16,
A/2-R,B-C, 900,
0,ASN(C/R), 4079+16,
0, B, 79+16,
R-A/2,B-C, 900,
0,ASN(C/R), 4079+16,
-A/2,B-C,79+16,
-A/2,0,13+16,
A/2,0,15+16,
A/2,B-C,-1
I can't find any information about them in GDL Ref Guide...![]()

1 > Show Base Surface
2 > Show Top Surface
4 > Show Side Surface
8 > Show Other side Surface (don't understand this fully)
16 > Show Base Edge
32 > Show Top Edge
64 > Show in Section/Elev
From that, I figured out the 13 [1+4+8], the 15 [1+2+4+8], the 16 (see above) and the 79 [64+15] but I'm stumped by the 4079 because it's most surely [4000+79] and I don't have any idea where that blooming 4000 comes from!

Would someone please enlighten us?
= v i s t a s p =
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |

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2008-04-20 09:32 AM
2008-04-20
09:32 AM
The fixed openings have been added to the GDL object depository.

= v i s t a s p =
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
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2008-04-20 01:09 PM
2008-04-20
01:09 PM
vistasp wrote:Arc using centerpoint and angle, or a full circle. Preceding line must end in 900+s: Set centerpoint. Extremely common.
4000...?
Tip (and I don't mean it in a do-a-search-n00b way

Do the same for 'WALLNICHE', the status codes are explained... I won't say clearly, but with experimentation it becomes clearer.
Status codes let you:
• Omit lines and faces on a per-side basis, offering you more control than you get with conventional slabs, e.g.
• Have better control of polygon math by explicitly setting arcs, centerpoints, tangents, etc.

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2008-04-20 02:20 PM
2008-04-20
02:20 PM
James wrote:Thanks for the pointers James. It will need a
...with experimentation it becomes clearer.
Cheers.
= v i s t a s p =
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
bT Square Peg
https://archicadstuff.blogspot.com
https://www.btsquarepeg.com
| AC INT | Win11 | Ryzen 5700 | 32 GB | RTX 3050 |
Anonymous
Not applicable
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2008-04-21 01:36 PM
2008-04-21
01:36 PM
Ok... I figure it out why those weird mask codes...
Its because wallnich has special mask codes different from prisms:
mask: Defines the visibility of the edges of the cutting body:
maski = j1 + 2*j2 + 4*j3 + 8*j4 + 16*j5 + 64*j7
j1: the polygon will create a visible edge upon entry into the body being cut
j2: the lengthwise edge of the cutting form will be visible
j3: the polygon will create a visible edge upon exiting the body being cut
j4: the bottom edge of the cutting form will be visible
j5: the top edge of the cutting form will be visible
j7: controls the viewpoint dependent visibility of the lengthwise edge
Its weird... but its right...
Its because wallnich has special mask codes different from prisms:
mask: Defines the visibility of the edges of the cutting body:
maski = j1 + 2*j2 + 4*j3 + 8*j4 + 16*j5 + 64*j7
j1: the polygon will create a visible edge upon entry into the body being cut
j2: the lengthwise edge of the cutting form will be visible
j3: the polygon will create a visible edge upon exiting the body being cut
j4: the bottom edge of the cutting form will be visible
j5: the top edge of the cutting form will be visible
j7: controls the viewpoint dependent visibility of the lengthwise edge
Its weird... but its right...

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