Good to see the complete whiteouts have gone, but we are still having to
wrestle with things like this in Building Materials... My eyesight
definitely struggles with the highlighted lines. I assume any QA
assessor would as well.
I use the "Built-in Section Marker" to place numerous SOURCE section
marks in my drawings. Whilst the numbering system for Section /
Elevation has never been fully stable, the latest version has stopped
auto incrementing the ID's for individually pla...
I have two library parts in my embedded folder. They report being placed
with 12 instances. A schedule which lists only library part names
returns nothing. If I delete them they are reported as missing even
after running open & repair. I have turned ...
I would be interested to know roughly how many MVOs do you have in your
projects? I'm not looking for definitive answers as to how you are using
them, just the number that you have in regular use. I have 10 in my
template which I use for one off hous...
As it is unlikely that we will see the Material Status (Core / Finish /
Other) assigned directly to Building Materials any time soon. And the
Morph & Mesh tools can't get around this using Composites or Complex
profiles, I would like to propose that ...
The only way I know to overcome that problem is to place the element you
don't want cut on a separate layer with a unique layer intersection
number if it is a stacked Wall element. Another option is the wall hole
shouldn't affect something placed out...
It is a macOS issue, but Dark Mode became part of the OS five years ago
(?). It seems like every other software developer managed to get on
board but GS are dragging their feet and just compounding all the other
frustrations with the user interface. ...
@S-A-L wrote: --or-- maybe within 'Surfaces' you are referring to the
'Texture' where I can adjust the 'horizontal size' and the 'vertical
size'. Yes just that. Adjust the image size to what you want e.g. if it
shows 5 boards and you want them to be ...
It's easier to do than explain. I would recommend you start by creating
a duplicate surface. You then basically resize the texture image to an
adjusted real world size and in each of the other rendering "Engine
Settings" change the size there as well...