Friday
I would like this stair to show a fill in the above floor (which it does) but not in the ground floor. How would I do this?
These are my settings...
Thanks,
Claudia
Operating system used: Windows 11
Friday
You can't control the grid fill per storey.
You can only control the fill based on the visible and hidden portion of the stair.
So set the visible fill to be the solid fill you want (or empty fill with background colour).
And set the hidden fill to empty fill with transparent background pen.
Then in the 'Floor Plan Display' set the upper (above) storey you could have the stair grid show all as visible with no break mark.
On the relevant (home) storey set it to show with beak mark - visible and hidden.
On the relevant (home) storey set the break mark as low as it can go.
Unfortunately there must be a break mark.
Alternatively if you really don't want a break mark, you could set the floor plan display relevant (home) storey to show no break mark - hidden.
You should no find the hidden portion on the home storey has no fill.
If you don't want the dashed lined for the hidden portion, you can change the hidden line type.
Or another would be to set up a graphic override rule that only applies to stairs in a particular storey.
Override the cover fill to be an empty fill with transparent background.
Then you don't have to play around with stair settings at all.
Barry.
11 hours ago - last edited 10 hours ago
if you change the GDL code you can..
open the grid object
"Built-In Stair Grid"
save somewhere with new name for this job only(embedded)or for all jobs...
In parameters add extra visible parameter-a copy of the Visible part attributes with the number2 at the end of the parameter name
Remember to set the types and values to match.
then in Interface add this bit of code between the itemID = 20 and the next line
ui_listitem itemID, listFieldID, "", 0, "", `Visible Part Attributes upper floor` ui_tooltip `Visible Part Attributes` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "lineContourVisible2", 1, "", `Contour Line Type` ui_tooltip `Contour Line Type` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "penContourVisible2", 1, "", `Contour Line Pen` ui_tooltip `Contour Line Pen` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "bShowTrailEdgeVisible2", 1, "", `Show Going's Rear Edge` ui_tooltip `Show Going's Rear Edge` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "lineTreadVisible2", 1, "", `Going Line Type` ui_tooltip `Going Line Type` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "penTreadVisible2", 1, "", `Going Line Pen` ui_tooltip `Going Line Pen` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "symbolFillTypeVisible2", 1, "", `Fill Type` ui_tooltip `Fill Type` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "symbolFillPenVisible2", 1, "", `Fill Pen` ui_tooltip `Fill Pen` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "symbolFillBgPenVisible2", 1, "", `Fill Background Pen` ui_tooltip `Fill Background Pen` : itemID = itemID + 1
! ------------------------------------------------------------------------------
itemID = 30
then in the 2D script replace the bit
with the script below
if GLOB_CH_STORY_DIST = 1 then
_penContour = penContourVisible2
_lineContour = lineContourVisible2
_bShowTrailEdge = bShowTrailEdgeVisible2
_penTread = penTreadVisible2
_lineTread = lineTreadVisible2
_symbolFillType = symbolFillTypeVisible2
_symbolFillPen = symbolFillPenVisible2
_symbolFillBgPen = symbolFillBgPenVisible2
else
_penContour = penContourVisible
_lineContour = lineContourVisible
_bShowTrailEdge = bShowTrailEdgeVisible
_penTread = penTreadVisible
_lineTread = lineTreadVisible
_symbolFillType = symbolFillTypeVisible
_symbolFillPen = symbolFillPenVisible
_symbolFillBgPen = symbolFillBgPenVisible
endif
and then save and use this, which will allow a different set of pens/fills/etc.. for the symbol on the story above(Visible Part Attributes2, you can rename this to upper floor Visible Part Attributes. that is controlled in the interface script )
then select your new stair grid for your stair and select the pens, fills, linetype you want.
ground floor
First floor
you could even have different hidden pens, fills, linetypes for the 2nd floor if you do the same for the hidden parameters...
I hope you understand the instructions and can use them.
P.S.
The number 2 at the end of the parameters means you can copy and paste bits of code then add the 2 to the parameter for the different values.
the GLOB_CH_STORY_DIST is the number of stories from home story,
so;
GLOB_CH_STORY_DIST = 1 is 1 story above home story of the stair,
GLOB_CH_STORY_DIST = -1 is 1 story below home story of the stair,
for the hidden parts add these to the parameters;
2d Script replace this
with this;
if GLOB_CH_STORY_DIST = 1 then
_penContour = penContourHidden2
_lineContour = lineContourHidden2
_bShowTrailEdge = bShowTrailEdgeHidden2
_penTread = penTreadHidden2
_lineTread = lineTreadHidden2
_symbolFillType = symbolFillTypeHidden2
_symbolFillPen = symbolFillPenHidden2
_symbolFillBgPen = symbolFillBgPenHidden2
else
_penContour = penContourHidden
_lineContour = lineContourHidden
_bShowTrailEdge = bShowTrailEdgeHidden
_penTread = penTreadHidden
_lineTread = lineTreadHidden
_symbolFillType = symbolFillTypeHidden
_symbolFillPen = symbolFillPenHidden
_symbolFillBgPen = symbolFillBgPenHidden
endif
at the end of the interface script add
! ------------------------------------------------------------------------------
itemID = 40
ui_listitem itemID, listFieldID, "", 0, "", `Hidden Part Attributes upper floor` ui_tooltip `Hidden Part Attributes` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "lineContourHidden2", 1, "", `Contour Line Type` ui_tooltip `Contour Line Type` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "penContourHidden2", 1, "", `Contour Line Pen` ui_tooltip `Contour Line Pen` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "bShowTrailEdgeHidden2", 1, "", `Show Going's Rear Edge` ui_tooltip `Show Going's Rear Edge` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "lineTreadhidden2", 1, "", `Going Line Type` ui_tooltip `Going Line Type` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "penTreadHidden2", 1, "", `Going Line Pen` ui_tooltip `Going Line Pen` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "symbolFillTypeHidden2", 1, "", `Fill Type` ui_tooltip `Fill Type` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "symbolFillPenHidden2", 1, "", `Fill Pen` ui_tooltip `Fill Pen` : itemID = itemID + 1
ui_listitem itemID, listFieldID, "symbolFillBgPenHidden2", 1, "", `Fill Background Pen` ui_tooltip `Fill Background Pen` : itemID = itemID + 1
and this makes hidden parameters separately editable by story too.
Now, go fishing (i wasn't going to give you the fish)