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<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007>Andy,</SPAN></FONT></DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007></SPAN></FONT> </DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007>It sounds like you're being limited by the extents of
the wizard in terms of your geometry. If I'm understanding your building
correctly, you should be able to build your cellar and first floor geometry in
the detailed mode. Then I'm assuming your 2nd -15th floors all have the
same geometry, which allows you to use a floor multiplier.</SPAN></FONT></DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007></SPAN></FONT> </DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007>I would use the DD wizard to set up the geometry for
your 3 different shells and then alter them accordingly in the detailed
mode. Your 3 shells will show up at 3 different floors in the detailed
mode and you can stack them accordingly based off the coordinate inputs for each
floor.</SPAN></FONT></DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007></SPAN></FONT> </DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007>If you've tried this and you're
still challenged, then you may have to build your geometry from
scratch in the detailed, beginning with developing the polygons. I
don't think you need to aggregate the zoning in your two floors.
You should be able to create them as two separate floors and zoning in the
detailed mode. I've managed to build some fairly complex geometries,
but it requires being able to work in the detailed
mode.</SPAN></FONT></DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007></SPAN></FONT> </DIV>
<DIV dir=ltr align=left><FONT face=Arial color=#0000ff size=2><SPAN
class=238200015-29062007>Jim </SPAN></FONT></DIV><BR>
<DIV class=OutlookMessageHeader lang=en-us dir=ltr align=left>
<HR tabIndex=-1>
<FONT face=Tahoma size=2><B>From:</B> BLDG-SIM@gard.com
[mailto:BLDG-SIM@gard.com] <B>On Behalf Of </B>Andy McNamara<BR><B>Sent:</B>
Friday, June 29, 2007 8:37 AM<BR><B>To:</B> BLDG-SIM@gard.com<BR><B>Subject:</B>
[BLDG-SIM] eQUEST Custom Cellar Zoning Pattern<BR></FONT><BR></DIV>
<DIV></DIV>Hello all,<BR><BR>I am modelling a 15 story multifamily building in
eQUEST. It has a partially finished cellar which includes community
spaces, offices, mechanical spaces and a boiler room. The cellar also has
walls exposed to the outdoors via "areaways" that allow light and air down to
some cellar windows and PTACs. The cellar has an 8' ceiling. The
first floor has a 14' ceiling with community spaces and offices. I would
like to set up different zoning patterns and ceiling heights in the cellar and
1st floor by creating separate shells and tracing CAD drawings, but eQUEST will
not allow "0" floors above grade, which seems to preclude the creating of the
separate cellar shell. <BR><BR>I am considering aggregating the two floors
to create an "average" zoning pattern and an "average" floor height and then
adjusting the ceiling height and changing some of the underground walls to
exterior walls in detailed data edit mode. I am also considering creating
a "cellar shell" with one floor above grade and then just deleting the dummy 1st
floor in detailed data mode. Has anyone else dealt with this problem in a
more elegant way, or can speak to problems associated with either of these
methods? <BR><BR>Thanks so much in advance!<BR><BR>Best,<BR>Andy<BR
clear=all><BR>--
<BR>****************************************************<BR>Andrew McNamara,
LEED AP<BR>Bright Power, Inc.<BR>43 W. 33rd St.<BR>Suite 302<BR>New York, NY
10001 <BR>p. 212.803.5868<BR>f. 866.379.8026<BR>c. 917.974.4499<BR><A
href="mailto:amcnamara@brightpower.biz">amcnamara@brightpower.biz</A><BR><A
href="http://www.brightpower.biz">www.brightpower.biz</A> <PRE>
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