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The Style Manager Palette

The Style Manager Palette

(Available in all DoubleCAD variants)


Default UI Menu: Format/Style Manager

Ribbon UI Menu:

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The Style Manager enables you to define styles for the following commonly-used objects:

  • Text
  • Profiles (for modifying windows and doors)
  • Windows
  • Doors
  • Walls
  • Schedules
  • Slabs
  • AEC Dimensions
  • Dimensions
  • Stairs
  • Rails
  • Tables

You select assign a style to an object through the object properties on the General page. Simply select the style in the Style drop-down box at the bottom of the page.

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You can open the Style Manager by selecting Tools / Palettes / Style Manager Palette.

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Each category in the Style Manager contains one pre-defined style, called "Standard." For each of these styles, you can define relevant properties.

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To create a new style, highlight a style you want to base the new style on, and click Create New Style.

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Once you have new style, there are icons at the top you can use to Rename or Delete it.

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The Delay Style Modification* icon can be enabled if you don't want to update your style with each property change.

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If Delay Style Modification is enabled, you can view both old and new properties in the lower pane. At the top is an icon for updating the entire style at once, or for clearing changes not yet implemented.

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Door Styles

(Available in all variants)

Default UI Menu: Tools/Palettes/Style Manager/Door Styles

Ribbon UI Menu: imgimg

The Door tool can be used to insert doors into walls, but you need to first define door styles.

Note: If you want to save styles to a template, see Saving as Templates

In the Style Manager, there is one style, "Standard," listed under "Door styles." A preview showing a previous of the door style is on the lowest pane.

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Note: In the Preview area, you can click to zoom part of the graphic. Double-click to fit the graphic in the window.

\1. You can change the "Standard" style, but if you want to preserve this style, make sure "Standard" is highlighted and click Create New Style.

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\2. Assign a name.

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This creates a new style which is a copy of "Standard."

\3. There are three categories of properties. Open Dimension, where you can specify measurements of the frame, stop, door panel, and glass.

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Auto Adjust to Width of Wall: Sets the depth of the door so that it will cut all the way through the wall.

\4. Open Design, where you can specify the door type (single, double, pocket, etc.) and shape (rectangular, arch, half round, etc.).

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\5. You can also select, edit and create muntins.

Note: Profile is used when you've created a profile for changing the door shape, or for adding holes. See Profile Styles

\6. The last category is Materials, in which you can set the materials of the frame, stop, panel, and glass. If you leave any material blank (such as the Stop Material below), the object will be colored according to the Pen color set in the window's Properties.

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To set or change a material, just click in the field. In the Materials window that opens, select the Category and Material.

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Note: For details on materials, see Materials. Glass material will only be used if the door uses a profile that includes holes.

\7. efore creating any doors, you must have at least one wall defined. See Inserting Walls To assign height to a wall, define a Thickness in the 3D page of the wall's Properties.

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\8. This is the icon for Door. Right-click on the icon to set the tool's Properties, and click the icon when you're ready to insert a door.

\9. Open the Door tool's Properties. On the General page, select the Door Style.

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\10. On the Door Main page, set the overall dimension of the door. The preview at the lower left updates when you change the values.

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Width and Height: Overall outer dimensions of the door.

Inside/Outside of Frame: Specifies that the dimensions of the door are applied by measuring to the inside or outside of the door frame.

Vertical alignment: Specifies whether the door vertical position is specified by the Threshold Height, or the Head of the door.

Head Height: Specifies the vertical location of the top of the door. This field is only accessible if the vertical alignment option is set to Head of object.

Threshold Height: Specifies the vertical location of the sill of the door. This field is only accessible if the vertical alignment option is set to Threshold.

Rise: The distance from the top corner to the top center, in the case of arched or peaked doors.

Frame Inset: The distance from the front of the wall to the door frame.

Elevation: The distance from the bottom of the wall to the bottom of the door. This value is also available on the Inspector Bar.

Open Percent: Defines how wide the door is open.

Leaf: in the case of uneven doors, the size of one of the panes.

\1. On the Pen page, specify the color of the door. This color will be applied to any part of the door that does not have a material assignment.

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\2. When all parameters are set, click the wall to place the door. The wall material within the door area is removed. No matter where you click on the wall, the door is placed according to the Elevation value. In this example, the door stop is colored black, which is the default Pen color. The frame and panel have the assigned materials.

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In World Plan view, you can see how the door cuts the wall.

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\3. You can orient of the window to the wall by using the Flip Left-Right, Flip Inside-Outside controls in the Local menu, or Inspector bar. All parameters that available on the Properties window, including Door style, are also available on the Selection Info palette. If you move a door, it will remain within the plane of the wall.

Door Types

These are the standard door types available in the Design category of the Style Manager. Single

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Double

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Double Opposing

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Bifold

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Bifold Double, Panel

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Pocket

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Double Pocket

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Sliding Double

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Sliding Triple

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Overhead

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Revolving

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Pass Through (no panel)

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Accordion

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Communicating

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Door Muntins

Door muntins can be applied only to doors with glass components. To make a door with glass components you must create profile first (Style Manager | Profile Styles). As soon as you have profile style created, navigate to the door styles, select the door style you wish add muntins to and select the profile as door shape (Door Shape = Custom, Profile = "Profile Style 1") Door muntins are available in several patterns that you can customize into many different styles:

  • Rectangular
  • Diamond
  • Prairie 9 Lights
  • Prairie 12 Lights
  • Starburst
  • Sunburst

The Starburst and Sunburst patterns are combined rounded/rectangular patterns with a half-round or a quarter-round spoked top and can be used for half- and quarter-round as well as rectangular muntins. The other patterns are primarily rectangular but will fit into a half-round. Multiple muntin blocks can be assigned to each style. This allows you to have different patterns of muntins for each panel of glass, or to combine muntin patterns. To setup muntins component please do the following:

  1. Open the Style Manager Palette.
  2. Navigate to the Door styles.
  3. Select the door style you wish to add muntins to.
  4. Expand the Design properties category and click Muntins.
  5. The Muntins dialog will appear.

This dialog contains list of all muntins assigned to the door style. For example you can add muntins with Rectangular pattern to the one door glass component and muntins with diamond to other component.

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Add: displays the Muntins Block dialog where you can define a name for the muntins block and it's properties. Edit: displays the Muntins Block dialog with properties for the selected muntins. Delete: Deletes the selected muntins block. Disable Muntins: when ON - muntins are disabled.

  1. Open the Style Manager and select a door style you wish to add muntins to.
  2. Expand the Design properties category and click Muntins.
  3. The Muntins dialog will open.
  4. Click the Add button to open Muntins block dialog.
  5. Muntins can be applied to All door glass components, or to individual glass component pane.If you specify a single panel you must specify the number of the panel to be used. The number of the panel corresponds to the order in which you selected the hole profiles.

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Note: If you cannot see the door because the preview is rotated, click on the preview with the center mouse button (wheel) hold and drag. This will rotate the preview.

  1. Define the muntins width and depth.
  2. Select the Rectangular in Pattern combo-box.
  3. Enter number of horizontal muntins lights in "Lights High" edit box.
  4. Enter number of vertical muntins lights in "Lights High" edit box.
  5. Click OK to close the Muntins Block dialog.
  6. Click OK to close Muntins dialog.

The Diamond Muntins pattern uses the same options as the Rectangular pattern. Prairie-9 Lights pattern, and the Prairie-12 Lights pattern use two alternate options: Edge X Offset and Edge Y Offset: these specify the distance of the outer muntins from the panel edge. The Starburst Muntins pattern has two additional options: Spokes: which sets the number of spokes that radiate out from the center to form the burst pattern. Center: which sets whether the hub will be at the Top or Bottom of the radial pattern. The Sunburst Muntins pattern has two additional options. Style: this sets the whether the center of the sunburst will be an open circle or a closed disk. Radius: this sets the radius for the center of the sunburst.

Window Styles

(Available in all Variants)

Default UI Menu: Format/Style Manager/Window Styles

Ribbon UI Menu:

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The Window tool can be used to insert windows into walls, but you need to first define window styles.

Note: If you want to save styles to a template, see Saving as Templates

In the Style Manager, there is one style, "Standard," listed under "Windows." A preview showing a previous of the window style is on the lowest pane.

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Note: In the Preview area, you can click to zoom part of the graphic. Double-click to fit the graphic in the window.

\1. You can change the "Standard" style, but if you want to preserve this style, make sure "Standard" is highlighted and click Create New Style.

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\2. Assign a name.

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This creates a new style which is a copy of "Standard."

\3. There are three categories of properties. Open Dimension, where you can specify measurements of the frame, sash, and glass.

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Auto Adjust to Width of Wall: Sets the depth of the window so that it will cut all the way through the wall.

\4. Open Design, where you can specify the window type (double hung, transom, etc.) and shape (rectangular, arch, octagon, etc.).

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\5. You can also select, edit and create muntins.

Note: Profile is used when you've created a profile for changing the window shape, or for adding holes. See Profile Styles

\6. The last category is Materials, in which you can set the materials of the frame, sash, and glass. If you leave any material blank (such as the Sash Material below), the object will be colored according to the Pen color set in the window's Properties.

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To set or change a material, just click in the field. In the Materials window that opens, select the Category and Material.

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Note: For details on materials, see Materials

\7. Before creating any windows, you must have at least one wall defined. See Inserting Walls. To assign height to a wall, define a Thickness in the 3D page of the wall's Properties.

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\8. This is the icon for Window. Right-click on the icon to set the tool's Properties, and click the icon when you're ready to insert a window.

\9. Open the Window tool's Properties. On the General page, select the Window Style.

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\10. On the Window Main page, set the overall dimension of the window. The preview at the lower left updates when you change the values.

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Width and Height: Overall outer dimensions of the window.

Inside/Outside of Frame: Specifies that the dimensions of the window are applied by measuring to the inside or outside of the window frame.

Vertical alignment: Specifies whether the widows vertical position is specified by the Sill Height, or the Head of the window.

Head Height: Specifies the vertical location of the top of the window. This field is only accessible if the vertical alignment option is set to Head of object.

Sill Height: Specifies the vertical location of the sill of the window. This field is only accessible if the vertical alignment option is set to Sill of object.

Rise: The distance from the top corner to the top center, in the case of arched or peaked windows.

Frame Inset: The distance from the front of the wall to the window frame

Open Percent: Defines how wide the window is open.

Leaf: in the case of uneven windows, the size of one of the panes.

\11. On the Pen page, specify the color of the window. This color will be applied to any part of the window that does not have a material assignment.

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\12. When all parameters are set, activate Window and click the wall to place the windows. The wall material within the window area is removed. No matter where you click on the wall, the windows are placed according to the Elevation value. In this example, the sash is colored black, which is the default Pen color. The frame and glass have the assigned materials.

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\13. If you click another wall, the window properly aligns to it.

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\14. You can orient of the window to the wall by using the Flip Left-Right, Flip Inside-Outside controls in the Local menu, or Inspector bar.

In World Plan view, you can see how the windows cut the walls.

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All parameters available on the Properties window, including Window style, are also available on the Selection Info palette. If you move a window, it will remain within the plane of the wall.

Window Types

These are the standard window types available in the Design category of the Style Manager.

Single Hung

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Double Hung

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Pass Through (no glass)

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Picture (does not open)

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Casement

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Double Casement

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Glider

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Awning Transom

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Hopper Transom

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Single Hopper

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Single Awning

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Vertical Pivot

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Horizontal Pivot

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Uneven Double Hung: the two panes have different heights.

Window Muntins

Window muntins are available in several patterns that you can customize into many different styles:

  • Rectangular
  • Diamond
  • Prairie 9 Lights
  • Prairie 12 Lights
  • Starburst
  • Sunburst

The Starburst and Sunburst patterns are combined rounded/rectangular patterns with a half-round or a quarter-round spoked top and can be used for half- and quarter-round as well as rectangular muntins. The other patterns are primarily rectangular but will fit into a half-round. Multiple muntin blocks can be assigned to each style. This allows you to have different patterns of muntins for each panel of glass, or to combine muntin patterns. To setup muntins component please do the following:

  1. Open the Style Manager Palette.
  2. Navigate to the Window styles.
  3. Select the window style you wish to add muntins to.
  4. Expand the Design properties category and click Muntins.
  5. The Muntins dialog will appear.

This dialog contains list of all muntins assigned to the window style. For example you can add muntins with Rectangular pattern to the one window glass component and muntins with diamond to other component. img

Add: displays the Muntins Block dialog where you can define a name for the muntins block and it's properties. Edit: displays the Muntins Block dialog with properties for the selected muntins. Delete: Deletes the selected muntins block. Disable Muntins: when ON - muntins are disabled.

  1. Open the Style Manager and select a window style you wish to add muntins to.
  2. Expand the Design properties category and click Muntins.
  3. The Muntins dialog will open.
  4. Click the Add button to open Muntins block dialog.
  5. Muntins can be applied to All window glass components, or to individual glass component pane.If you specify a single panel you must specify the number of the panel to be used. The number of the panel corresponds to the order in which you selected the hole profiles.

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Note: If you cannot see the window because the preview is rotated, click on the preview with the center mouse button (wheel) hold and drag. This will rotate the preview.

  1. Define the muntins width and depth.
  2. Select the Rectangular in Pattern combo-box.
  3. Enter number of horizontal muntins lights in "Lights High" edit box.
  4. Enter number of vertical muntins lights in "Lights High" edit box.
  5. Click OK to close the Muntins Block dialog.
  6. Click OK to close Muntins dialog.

The Diamond Muntins pattern uses the same options as the Rectangular pattern. Prairie-9 Lights pattern, and the Prairie-12 Lights pattern use two alternate options: Edge X Offset and Edge Y Offset: these specify the distance of the outer muntins from the panel edge. The Starburst Muntins pattern has two additional options: Spokes: which sets the number of spokes that radiate out from the center to form the burst pattern. Center: which sets whether the hub will be at the Top or Bottom of the radial pattern. The Sunburst Muntins pattern has two additional options. Style: this sets the whether the center of the sunburst will be an open circle or a closed disk. Radius: this sets the radius for the center of the sunburst.

Wall Styles

(Available in all Variants)

Default UI Menu: Format/Style Manager/Wall Styles

Ribbon UI Menu:

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The Wall tool is used to insert Walls. Every wall is based upon a defined Wall style created and managed in the Style Manager. In the Style Manager, there is one style, "Standard," listed under "Wall Styles." A preview showing a previous of the Wall style is shown on the lowest pane of the palette.

  1. You can change the "Standard" style, but if you want to preserve this style, make sure "Standard" is highlighted and click Create New Style.
  2. Assign a name. This creates a new style which is a copy of "Standard."

Component Walls

Default UI Menu: Tools/Palettes/Style Manager/Wall Styles

Ribbon UI Menu:

Walls are composed of components with each component representing a part of the walls geometry. By default every Wall Style has at least one component of the "Standard" type. Components are essentially long boxes defined by the components properties. To add components to a wall style

  1. Select that wall style in the Style Manager.
  2. Increase value in the Number of Components field to the desired value.

To delete components from a wall style

  1. Select that wall style in the Style Manager.
  2. Decrease the value in the Number of Components field to the desired value.

Warning: Components are added sequentially to the Wall style. If you increase the number of components the new components will be added to the bottom of the list of components. If you decrease the number of components the components at the end of the list will be deleted. The best practice is to add, build and complete each component in turn before adding more.

Component Wall Properties

There are nine categories of wall properties. Several of them have sub-properties: Name: This property is used to specify the name of the component Pen Color: This property is used to specify the Pen Color of the component. Width: These properties are used to specify the width of the component. Edge Offset: These properties are used to specify the horizontal placement of the component. Bottom Elevation: These properties are used to specify the bottom of the component. Top Elevation: These properties are used to specify the top of the component. Dimension: These properties are used to specify the width of the component. Brush: These properties are used to specify the brush style of the component. Component material: This property is used to specify the material of the component. Component draw priority: This property is used to specify how the component will interact and intersect with other components and walls.

Direction

Walls have direction with a right and left side. Whether a side is Left or Right depends on the wall's direction. To determine side is by assuming you are standing at the start point wall and facing the end point of the wall. Another way to visualize In other words, if a wall is drawn from left to right, the side toward the top of the screen is the left side of the wall, and the side toward the bottom of the screen is the right side of the wall. You can show a walls direction by checking the Show Direction on the Wall page of the wall's properties. Horizontal values use for defining components may have a negative or positive value. The left side of the wall is the positive direction, and the right side of the wall is the negative direction.

Width

The width of a wall is measured from the Edge Offset of the wall. There are four Width properties that combine to set the actual width of a component:

Width: This value sets base width value for the component.

Plus Wall Width: If this value is checked, the wall's modified Width value will be added to the Component's Width value to specify the total width of the component.

Operator: Specifies how the Value will modify the wall's Width (added, subtracted, multiplied, or divided) before it is added to the components Width.

Value: This number is used to modify the wall's Width before it is added to the component Width.

Note: A wall's width is specified in the wall's properties

These for properties combine in the following pattern:

  • Actual Component Width = Width + (Wall Width Value) - depending upon the operator selected. In other words:
  • Actual Component Width = Width + (Wall Width + Value) - if adding
  • Actual Component Width = Width + (Wall Width - Value) - if subtracting
  • Actual Component Width = Width + (Wall Width * Value) - if multiplying
  • Actual Component Width = Width + (Wall Width / Value) - if dividing

So, if the Width of the component is 2 feet, and the Width of the wall is 1 foot, if the operator is Divide, and the Value is set to 4, the components actual width will be 2.25 feet.) Or 2+(1/4).

Edge Offset

There are four Width properties that combine to set the Edge Offset of a component: Offsets are measured from the baseline of the wall. The baseline of a wall is indicated in the Style Manager by the two blue nodes. The direction arrow of always resides on the baseline.

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Edge Offset: this value sets base offset value for the component. Plus Wall Width: if this value is checked, the wall's modified Width value will be added to the Component's Edge Offset value to specify the total offset of the component. Operator: specifies how the Value will modify the wall's Width (added, subtracted, multiplied, or divided) before it is added to the components Edge Offset. Value: this number is used to modify the wall's Width before it is added to the component Edge Offset.

Note: A wall's width is specified in the wall's properties

These properties combine in the following pattern:

  • Actual Offset = Edge Offset + (Wall Width Value) - depending upon the operator selected. In other words:
  • Actual Offset = Edge Offset + (Wall Width + Value) - if adding
  • Actual Offset = Edge Offset + (Wall Width - Value) - if subtracting
  • Actual Offset = Edge Offset + (Wall Width * Value) - if multiplying
  • Actual Offset = Edge Offset + (Wall Width / Value) - if dividing

So, if the Edge Offset of the component is 4 inches, and the Width of the wall is 6 inches, if the operator is Add, and the Value is set to 4, the components actual offset will be 14 inches.) Or 4+(6+4).

Bottom Elevation

The Bottom Elevation is specified by two properties: Offset: this value specifies the distance between the From Elevation and the bottom of the component. From Elevation: this setting provides four positions along the wall height, from which the Offset can be measured. Wall Bottom — this is the absolute lowest point of the wall as measured from the position of the wall on the Z axis (Z location). It is normally the same as the Baseline, but it may vary if a Wall Modifier has been applied to the wall. Wall Top — this is the absolute highest point of the wall as measured from the position of the wall on the Z axis (Z location). It is normally the same as the Base Height, but it may vary if a Wall Modifier has been applied to the wall. Base Height — this is the Height value specified in the Wall's Height property. Baseline — this is the walls Z location, its position on the Z axis

Top Elevation

The Bottom Elevation is specified by two properties: Offset: this value specifies the distance between the From Elevation and the top of the component. From Elevation: this setting provides four positions along the wall height, from which the Offset can be measured. Wall Bottom — this is the absolute lowest point of the wall as measured from the position of the wall on the Z axis (Z location). It is normally the same as the Baseline, but it may vary if a Wall Modifier has been applied to the wall. Wall Top — this is the absolute highest point of the wall as measured from the position of the wall on the Z axis (Z location). It is normally the same as the Base Height, but it may vary if a Wall Modifier has been applied to the wall. Base Height — this is the Height value specified in the Wall's Height property. Baseline — this is the walls Z location, its position on the Z axis

Dimension

The options are:

  • From Left Side
  • From Center
  • From Right Side

Component Draw Priority

The Component Draw Priority is used to specify how components will draw, heal and clean up with other components and other walls. The following conditions apply with the Component Draw Priority: Components with the same Draw Priority will heal to each other. Components with a lower value will pass through components with a higher value. Draw Priority takes precedence over Draw order

Table Styles

(Available in all Variants)

Default UI Menu: Format/Style Manager/Table Styles

Ribbon UI Menu: img

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Tables can be used to define table properties. Table can be created using Insert / Table (see Tables) or they are created automatically when you create a report (see Custom Properties, Database, and Reports).

Note: If you want to save styles to a template, see Saving as Templates

In the Style Manager, there is one style, "Standard," listed under "Tables."

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\1. You can change the "Standard" style, but if you want to preserve this style, make sure "Standard" is highlighted, then click Create New Style.

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\2. Assign a name or accept the default.

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This creates a new style which is a copy of "Standard."

\3. Highlight the new style, and open the General category. This is where you can define margins and direction. If Direction is down, the header and title appear at the top of the table.

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\4. The Data category contains properties of the text and colors in the main cells of the table (not the headers or title). For details on defining text, see Text Styles.

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\5. The Header and Title categories are similar to Data. They have the additional option whether to display header or title rows.

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Text Styles

(Available in all Variants)

Default UI Menu: Format/Style Manager/Text Styles

Ribbon UI Menu:

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The can be used to set various styles for text. For details on creating text, see Text. In the Style Manager, there is one style, "Standard," listed under "Text styles." This style defines properties such as font and height. A preview showing a layout the style is on the lowest pane.

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Note: In the Preview area, you can click to zoom part of the graphic. Double-click to fit the graphic in the window.

\1. You can change the "Standard" style, but if you want to preserve this style, make sure "Standard" is highlighted and click Create New Style.

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\2. Assign a name or accept the default.

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This creates a new style which is a copy of "Standard."

\3. Highlight the new style you created, and change some of the parameters.

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\4. To apply this style, open Properties of a text string to the General page.

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Note: If a text string already has other parameters defined, such as color or a text box, these properties will remain. Only the changed style parameters, such as font or height, will update.

Standard Dimesion Styles

(Available in all Variants)

Default UI Menu: Format/Style Manager/Dimension Styles

Ribbon UI Menu:

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For styles and Style Manager usage for standard dimensions see Dimension Styles

Stairs Styles

(Available in XT Pro)

Default UI Menu: Format/Style Manager/Stair Styles

Ribbon UI Menu: