FloorPlan User Forum

General Category - V.16 and Earlier => V12 - V16 Looking for Help? => Topic started by: designdrafting1 on November 05, 2007, 03:33:57 PM

Title: wall modification
Post by: designdrafting1 on November 05, 2007, 03:33:57 PM
I am drawing parapet walls on a castle. I need to show crenelations ( sawteeth ) on top of subject walls. Any ideas on how to achieve this without drawing repetitive 2' or 3' long walls ?
Title: Re: wall modification
Post by: Doug.S on November 05, 2007, 04:16:59 PM
I can think of two approaches...

1. add small blocks to make the "peaks" and leave the wall top as the "valley".  If you use an array or copy/duplicate, you can avoid tedious work of individual piece placements.  Search help for "array"

2. find or make a .3ds object to place on the top of the wall...it would be easy to make...create outline, extrude, save as .3ds
Title: Re: wall modification
Post by: Allan Chesney on November 06, 2007, 10:39:14 AM
By 'Sawtooth' do you mean triangular, or square top?  Either way I have attached a few 3DS files you way find useful - as Doug said, just place one, set its size, height, appearance etc, then duplicate.  Place the duplication the right distance away, then duplicate both and so on around the wall top.

Allan
Title: Re: wall modification
Post by: Kajvin - Robert W on November 06, 2007, 11:13:14 AM
Their I one way to do it that is to make section of a wall make the matrial on all side equally and break it in to segment the make the hight lower.

1 make a location named for example crenelation look at image castle2.jpg
2 open properties for the crenelation wall make all side material equally, delete all trim.
3 then you draw the wall use brake and make equally section of the wall select every second segment and lower the hight to for example 238 this will do it.
4. duplicate this wall and use to the other side

Robert
Title: crenels etc
Post by: Nik on November 06, 2007, 04:07:17 PM
Hi, sorry, I almost missed this thread...

For my Medieval-ish project, I made standard sections and imported them as 3DS.

Okay, 'classic' FP's texture wrap algorithm was reduced to gibbering wreck by anything with a hole in it. Took me a lonnng time to realise FP was allergic to complex topology, that even an un-blocked key-hole could make the whole module render wrong...

Here's a couple of lo-res piccies I had on file. Crenellation 3DS are some-where on other PC, I could port them over if you want to try...