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View Full Version : How the heck do rooms work with multiple floor levels??



patricks
2011-10-25, 01:49 PM
I've been working on a building expansion project with 3 existing floor levels, all within about 12" of one another. What I have is several existing buildings that create a U-shape "courtyard" which is being enclosed. Most of the buildings surrounding the area are one (the lowest) floor level, but then one building is the highest level, and one building is in between.

The issue arises when I try to place a room object in the enclosed area. For some reason if the view is on the lowest floor level (which will be the level of this infill area), the room objects don't "see" the walls on the highest building, with their wall bottom at only 12" higher than the floor level of the view. As a result I have to go around placing room sep lines in line with the edges of these walls, but on the lower floor level. It's either that or place additional walls down low that aren't actually there in real life.

What's even worse is when I have 2 areas of different floor levels with no walls in between, and I need a room separation. I have to place TWO room sep lines, one at each level, which requires me to have an actual floor plan view for each level, which I wouldn't have otherwise. Room sep lines seem to ignore work plane settings and go only on the level of the view in which you're working.

This could potentially be a major coordination issue.

Have rooms always worked this way? I even tried changing rooms to calculate volume, but it still doesn't recognize that a wall, even only a few inches above the view's level, should be room bounding.

cliff collins
2011-10-25, 02:49 PM
Could you make the (3) U-Shaped buildings Links and check "Room Bounding" in each Linked model
so your new Rooms would be bounded by the Link and not necessarily the walls which are not at the proper heights to be "room bounding" ?

Just a thought.


cheers

patricks
2011-10-25, 03:21 PM
Could you make the (3) U-Shaped buildings Links and check "Room Bounding" in each Linked model
so your new Rooms would be bounded by the Link and not necessarily the walls which are not at the proper heights to be "room bounding" ?

Just a thought.


cheers

Well it's actually a cluster of 7 buildings creating this courtyard area, and several of the buildings were built off of one another at various times in the past. Only 3 of the buildings have their own 4 walls, and the rest only have 3 or even 2 walls if they're touching those original 3. It's fairly convoluted, plus there's the fact that each existing building has a small amount of work being done to their exteriors, so links really aren't ideal I think.

It just bugs me that in order for a room to be bound, it MUST have walls or room sep lines on actually touching the exact same level that's hosting the room object itself. It also bugs me that room sep lines can only be placed using views referencing the level in which you want the lines on, instead of using work plane settings.

Alfredo Medina
2011-10-26, 03:14 AM
...It just bugs me that in order for a room to be bound, it MUST have walls or room sep lines on actually touching the exact same level that's hosting the room object itself.

Not true. The rule is that the base offset of the wall should not be above the computation height of the level. The computation height is like the "cut plane" of rooms.


It also bugs me that room sep lines can only be placed using views referencing the level in which you want the lines on, instead of using work plane settings.

It is not necessary that room separation lines have a workplane. They behave like walls. If they form an enclosed area with walls whose base offset is equal or lower than the level's computation height, the room will work properly.

See illustration.

aggockel50321
2011-10-26, 07:17 PM
Take a look at this thread (http://forums.augi.com/showthread.php?t=130777&highlight=room).

Might be your issue