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Installation

This document explains you how to install KitchenDraw on your computer and how to create a
working group i.e. a set of computers sharing the same data as well as the same hours account.

If you do not get the KitchenDraw CD-Rom, you must first download KitchenDraw from this
Internet site.
You have the choice to dowload a single file of about 11 Mb (KD50E.EXE) or 9 files each of
which can be contained on a diskette (KD50EDSK.EXE, KD50EDSK.W02, KD50EDSK.W03,
KD50EDSK.W04, etc.). The second solution enables you to build a set of installation diskettes.

Before downloading KitchenDraw, you are asked to leave your e-mail address and various other
information. This information will not be communicated to any third party and is used only for
statistics purposes and to inform you personally of the release of a new version.

Please, read also the KitchenDraw terms of use.

After downloading, you can install KitchenDraw on your computer. To do that, just execute file
KD50E.EXE or KD50EDSK.EXE and follow the instructions given by the installation program.
Check first that your hard disk has at least 50 Mb of free space and that it runs under one of the
following operating systems: Windows 95, 98, NT4, 2000, Millenium or XP.

At the end of the installation process, you have a fully functional version of KitchenDraw with the
standard catalogs, textures, an example of a scene ..., and 30 hours of use. You are now ready to
follow the KitchenDraw Tutorial.

Operating in network

If you wish to make KitchenDraw accessible on several network terminals, we advise you to
install KitchenDraw on each workstation and to gather your data files (catalogs, scenes, textures,
etc.) on one of the workstations (the server station). In this way, you will be able to reach all the
scenes (project files) from any workstation, and the updates of catalogs, textures, etc. will have to
be done only on the server station.

To install KitchenDraw to operate on a network, install KitchenDraw on each station as indicated


previously then on all the workstations except the server station, change the access path to the
directories containing the data files.
If the computer is connected to the network when KitchenDraw is run, the "Network directories"
are used; otherwise, the "Local directories" located on the computer are used.

To define the path to the network directories:

1. In KitchenDraw, choose Setup | System,


2. In the System setup dialog box, modify the access paths to the data directories so that
they point towards their corresponding directories set up on the server station.

You should redirect the following directories:


- Catalogs (CAT) containing the catalogs of objects for use in KitchenDraw
- Scenes (SCN) containing the scenes (project files) as well as the SCENES.LST file
- Documents (DOC) containing the WORD templates used for the generation of the
trading documents (estimate, invoice, etc.),
- Database (CFG) containing parameter settings (salesmen list, etc.)
- Textures (JPG) containing JPG or BMP texture files.

For Windows XP/2000 users (Windows 98 Users see below):

1. Click on the icon located on the right of the text area corresponding to the
directory to redirect,
2. In the Browse for Folder dialog box, click on the button "My Network Places",
3. Select the Machine which is acting as a Server.
4. Locate the appropriate directory (Eg C:/KD/Scenes),
5. Click "OK", then repeat for the remaining directories.

For Windows 98 Users:

Before redirecting the first directory, you should first create a network drive:

6. Click on the icon located on the right of the text area corresponding to the
directory to redirect,
7. In the Choose a directory dialog box, click on the button " Network ",
8. In the Connect to a network drive dialog box, create a new network drive typing
in the "Access path" text area the access path to the drive of the server station
which will contain the shared directories. This path will have the following format:
\\servername\driveletter where servername is the name of the server
station (visible in the heading Network Neighborhood in Windows Explorer) and
driveletter is the letter representing the drive of the server station.
9. Validate Connect to a network drive in the dialog box then the Choose a
directory dialog box,
10. Add the access path to the shared directory behind the letter of the network
drive. The path will now have the following format: e:\kd\catalogs

For each following directory:

11. Click on the icon located on the right of the text area corresponding to the
directory to redirect,
12. In the Choose a directory dialog box, select in the "Drives" combobox the
network drive created previously, then validate,
13. Add the access path to the shared directory behind the letter of the network
drive.
3. Click on OK to validate.

IMPORTANT : if several stations point towards the same Scenes (SCN) directory the users of
these stations will consume hours on the same account. Thus, sharing the Scenes (SCN)
directory makes it possible to have only one hours account to manage (rather than an account
per station) and to get free hours more quickly.

Data Synchronization

There are cases when one is using a computer independently from the network, i.e. not
connected to the network directories (the server’s shared directories). In such cases, it can be
very useful to automate the transfer of data (scenes, catalogs) between local and network
directories.

Thanks to data synchronization, any scenes created or modified using an off-line computer are
automatically copied into the server’s network directories when logging back into the network.
The other way round, the latest data to be found in the network directories can be copied onto the
local directories every time KitchenDraw is ended.

It is also possible to launch data synchronization at any time, using the Setup | Management |
Synchronize Directories command.

To define the directories to be synchronized during synchronization sessions:

1. In KitchenDraw, select Setup | System.


2. In the System setup dialog box, select the “Network Directories” thumbnail and check
the boxes for the network directories you want to be updated automatically when the
computer logs on or when carrying out the Setup | Management | Synchronize
directories command.
The most important directory to be synchronized is the Scenes (.SCN) directory, which
contains the projects, but it can also be important to synchronize the Catalogs (.CAT)
directory (or others) if you are creating or modifying catalogs off-line.
3. Select the “Local Directories” thumbnail and check the boxes for the local directories you
want to be updated automatically every time KitchenDraw is closed (if the box “Update
the local directories before leaving the programme” is checked) or when carrying out the
Setup | Management | Synchronize directories command.
4. Check the “Update local directories before leaving the programme” checkbox if you want
the local directories to be updated automatically every time you leave KitchenDraw.
During updates a dialog box shows the progress of the update and a “Cancel” button
allows canceling the current update.
5. Confirm by clicking OK.
Tutorial
Online training

Summary
This tutorial presents the functions that are necessary to carry out
simple kitchen and bathroom projects. MODULE 1:
Opening an already
existing project
In order to increase the efficiency of this reading, we advise you to
reproduce on your computer all the operations described throughout MODULE 2:
this document. Arrived at the end of this training, you will be able to Creation of a new project
carry out your own projects.
MODULE 3:
You will find the icon on the right hand side of some section Modifying a project
titles. You can click on this icon to launch an animated demonstration
corresponding to the covered topic.

If you have not installed KitchenDraw yet, do it now following the instructions given in the Installation
page.

The KitchenDraw tutorial is composed of 3 modules :

1. In the first module, you will discover the kitchen project provided as an example and you will
visualize it in perspective,
2. In the second module, you will learn how to rebuild this project from zero,
3. Finally, in the third module, more advanced topics will be covered and in particular how to
modify in many ways the project carried out during module 2.

For a beginner, the totality of this tutorial can take several hours of work. If you wish to stop it and
read it again later, you can leave KitchenDraw at any time. To leave KitchenDraw:

• In the File menu, choose the Quit command and click "No" if KitchenDraw asks you to save
the modified scene.

In the same way, if at one time or another you loose yourself in the tutorial, do not hesitate to go
back to section 2 (module 1) or to section 10 (module 2). Again, click "No" if KitchenDraw asks you
to save the scene.
Tutorial

Opening an already existing project

1. To run KitchenDraw

Once in Windows:

• Click on the [Start] button on the "tasks bar" and wait until the menu opens.
• Select the Programs line, then in the sub-menu which appears, select the
KitchenDraw line. A new sub-menu displays the list of the applications belonging to the
KitchenDraw group.
• Select the KitchenDraw line.

A few seconds later, the KitchenDraw window appears.

2. To open a project (scene)

To open a project that is already present on your computer:

• In the File menu choose the Open command, or click on the icon,
The Open dialog box appears.
• Select the "EXEMPLE 1" project and then click on the "OK" button, or hit the ENTER key.

Loading the project may take a few seconds depending on its complexity but the project will
appear on the screen in top view.

3. To view the project in perspective

The "realistic perspective" takes longer to calculate than a "wireframe (or transparent)
perspective" but it produces a much better rendering.

• Choose View | Realistic perspective, or click on the icon,

The computer then 'calculates' the perspective view. This operation can last a few seconds. You
can see the progress of the calculation in the 'state' bar located in bottom of the KitchenDraw
window.

4. To change the point of view

The point of view can be modified by using the scroll bars located at the right hand side and the
bottom of the drawing.

The horizontal bar on the bottom is used if you wish to turn the kitchen around.

The vertical bar on the right hand side is used if you wish to see views from above.
CAUTION : there is a second vertical bar located above the main one, it regulates the focal
length similar to a camera, do not touch it at the moment.

To carry out a slight rotation from the point of view:

• Click on one of the two arrows located at each end of the scroll bar.

To carry out a more significant rotation from the point of view:

• Click in the area between the scroll bar arrows, the kitchen will move accordingly.

To adjust the point of view dynamically:

1. Place the mouse pointer on the cursor of the scroll bar,


2. Press on the left mouse button and hold it down,
3. Gently drag the cursor along the bar and you will see the point of view change,
4. Release the left mouse button when you are satisfied with the new point of view.

After a short time after a re-calculation of the perspective, the new image appears.

5. To change the lighting parameters

You can change the lighting in the kitchen in two basic ways:

• Like the light and contrast on a TV set,


• To give a more realistic effect you can alter the luminous rays or sunrays at various
angles.

To change the lighting :

1. Choose View | Light source.


The Light source dialog box then appears on the screen.
2. Change the light settings using the scroll bars. The display area in the center of the
dialog box shows the impact of these modifications, especially relating to the settings of
the angles of the sunrays which are affected by use of the scroll bars located on the right
hand side and bottom of the display area.
3. Click on the "Test" button if you wish to try the new settings on the current perspective
view without loosing the original settings.
4. Repeat steps 2 and 3 until you are satisfied with the lighting.
5. Click on the "Set default" button so that the adjustments are memorized and are applied
by defect on any future projects.
6. Click on "OK" to validate new adjustments, or "Cancel" to return to original adjustments.

6. To set up the zoom

It is possible to zoom in or out on various views eg. top view, elevations or perspectives. The
following describes how to do this.

To zoom in on any part of the plan:


1. Choose Zoom | Enlarge, or click on the icon.
2. Stretch a rectangle over the area which you want to enlarge.
(To do this, place the mouse pointer on a point representing one of the corners of the
rectangle to cover the area which you want to enlarge, press on the left hand mouse
button and hold it down, move the mouse pointer to a position to represent the opposite
corner and then release the mouse button).

To show most of the plan:

• Choose Zoom | Reduce, or click on the icon, or hit the F7 key.

To display the plan in full:

• Choose Zoom | Adjusted, or click on the icon, or hit the F8 key.

To return to the previous zoom settings:

• Choose Zoom | Previous, or click on the icon.

To cut out part of the plan:

1. Choose Zoom | Cut out.


The mouse pointer transforms into a small frame.
2. stretch a rectangle over the area you want to cut out.
Notice : The Zoom | Enlarge, Zoom | Initial and Zoom | Adjusted commands cancel
the effect of the Zoom | Cut out command.

To display the plan on full screen:

• Choose Zoom | Full screen .


Notice : to return to a normal display mode, click on a mouse button, or press the
ESCAPE key or on the space bar.

7. To change the fronts model of the kitchen

It is possible at any time, no matter what view is displayed, to change the model front (ie the style
of the kichen doors etc), by using the following procedure:

1. Choose Scene | Generic finishes.


The Generic finishes dialog box then appears on the screen.
2. Look for the model box in the top right hand corner and click on the small black triangle :
a list of all the models available in the current catalog appears.
3. In this list, click on the "White melamine" model : in the graphics box below, a drawer
front, door and corresponding glass door will appear.
4. Notice the presence of 4 lines in the "Finishes and options" listbox. Each line represents
the colour of a type of linear object (plinth, worktop, light pelmet and cornice). The first
line, "Plinth colour", being already selected and the colour choices posted in the listbox
located below being those which can be applied to the plinth.
5. For example, click on the "white" colour choice. A small white rectangle, the BL code and
the name of the colour are then displayed on the right of the "Plinth colour" line and the
following line, "Worktop colour", is automatically selected.
6. Repeat step 5 until the colours of all the linear objects are set up as you would like.
Notice : if you wish to reconsider a colour choice, just click on the line corresponding to
the type of linear object in the "Finishes and options" listbox, then click on the new colour
in the listbox below.
7. Click on the "OK" button, or hit the ENTER key.

The perspective is redrawn with the new fronts and colours and, if the new model belongs to a
different price column, the total price of the project visible on the right hand side of the state bar is
updated.

8. To undo the last operation

To cancel your last immediate operation (in the event of a mistake):

• Choose Edit | Undo, or click on the icon.

Notice : only the last operation can be cancelled by this command ; to run it twice is equivalent to
do nothing.

9. To return to the top view

To return to the top view:

• Choose View | Top view, or click on the icon.


Tutorial

Creation of a new Project

The creation of a new project is done in 7 successive phases:

1. Entering customer information and the characteristics of the furniture to be used,


2. Entering data regarding the dimensions of the walls
3. Positioning the project constraints (doors, windows, rads, pillars, niches, etc),
4. Placing the furniture (base units, wall units, tall units, etc),
5. Placing the "linear" items (worktops, plinths, light pelmets, cornices),
6. Decorating the scene (generic electric household appliances and, tiling, tables, chairs,
accessories, plants, etc),
7. Adding pricing only objects (electric household appliances, accessories, etc).

In order to illustrate the simplicity of KitchenDraw, you will carry out from beginning to end the
"EXEMPLE 1" project that you have just dealt with in module 1.

10. To create a new project

1. Choose File | New scene or click on the icon,


The Commercial informations (new) dialog box appears. It enables you to enter
informations concerning the customer and the state of the file. Only one of the two text
areas " Name " or " Company " is mandatory to be able to continue. The remaining
informations could be given later by choosing Scene | Informations.
2. Enter for example SMITH in the " Name " text area.
3. Click on the " OK " button, or hit the ENTER key.
The Generic finishes dialog box appears on the screen. It enables you to define the
front model and finishes of the cabinets which will be placed thereafter. It is the same
dialog box as that which you used in section 7 of the preceding module.
4. Choose the front model and finishes of the cabinets of your new project as you did in
section 7.
5. Click on the " OK " button, or hit the ENTER key.
The New scene dialog box appears on the screen. This enables you to type in basic
dimensions, wall heights and, if required, to choose a type of floor, ceiling and the basic
shape of the kitchen - ie. L/Shape, U/Shape or Linear (Gallery Type).
6. Enter the dimensions in millimetres of the rectangular area of the project in the " Width "
and " Depth " text areas: type 3050 in the " Width " text area and 2050 in " Depth ".
The " Height " text area already contains 2500; keep this value which represents the
walls height.
Choose a type of ceiling and a type of floor in the " Ceiling " and " Floor " listboxes.
At last, if your project is linear, parallel, " L " or " U " shaped, check the required number
out of the four boxes located around the white rectangle in the " Walls " group area so
that they reproduce your walls layout.
In order to reproduce the " EXEMPLE 1 " project check the boxes located in top and on
the right of the white rectangle.
Notice if the walls layout is more complicated and cannot be defined using the check
boxes described above, do not check any box; the walls will have to be drawn later using
a special tool called a shape. Please refer to the Using shapes page to see how to draw
a shape and to the How to ? page to see how to place the walls along a shape.
7. Click on the " OK " button, or hit the ENTER key.

KitchenDraw then displays the basic outline of the kitchen containing the two walls you have
selected and the dimensions. At this stage, the first two phases are already done.

11. To place the constraints (doors, windows, etc)

Before dealing with the constraints positioning, let us quickly detail the KitchenDraw window.

The top view of the scene with its 2 walls is drawn in the working area.
Beside the working area is the Catalogs window with its " Articles " tab.

A - " Articles " tab


B - Catalogs combobox
C - Sections combobox
D - Blocks listbox
E - Models or finishes combobox
F - Articles listbox
G - Reference number combobox
H - Graphic area (preview of the selected
article)
It's possible to preview the selected article in top
view, in perspective or to show its price and
description. To change the display mode, click
on the button marked I on the drawing and
located in the left lower corner of the graphic
area.

I - Button to change the preview display mode


J - Combo boxes to specify the placing altitude
(height from the floor to the bottom) of the
selected article
K - Check box to open the selected article
L - Text areas to position the selected article
along a wall
M - Button to validate the placing of the selected
article
N - Icon to search the active object in the
current catalog
O - Icon to replace the active object with the
selected article
P - Dimensions of the selected article

The items in the catalog are accessed through 4 levels in order:

1. The catalog,
2. The section (equivalent to the section of the paper catalogs ),
3. The block (groupings of similar articles for which dimensions and/or the hinge
direction differ),
4. The article characterized by its own reference number (code).
To place a new article in the scene you should first find the desired article by selecting
successively the catalog, the section, the block to which it belongs, select the appropriate article
and then specify its dimensions and/or its door-fittings direction, and finally place it into the scene
using the "Drag and drop " method.

We will now implement this technique by placing a window on one of the walls of the tutorial
scene:

1. Choose the catalog called @CONSTRAINTS which contains the window that we wish to
place.
To do that, click on the button representing a small black triangle and located on the right
of the catalogs listbox marked B on Catalogs window: this shows a list of all the catalogs
available on your system. Click on the @CONSTRAINTS line.
2. In the same way, choose the section called Windows in the sections listbox marked C on
the Catalogs window.
3. Choose the block called Window 2C (2C stands for 2 casements) in the Blocks listbox
marked D on the Catalogs window.
To do that, just click on the "Window 2C" line.
4. Replace the default dimensions indicated in the " W ", " D " and " H " text areas by the
width, the depth and the height in millimetres of the window to be placed. Take for
example 1000 for " W " and 1050 for " H ". In the case of a door or a window, the depth
adapts automatically to the depth of the wall which supports it.
5. Replace the value 1100 representing the default placing altitude (height of window-
breast) of the window by the value of 1130. This value must be typed in one of the
placing altitude combo boxes of the selected article (reference mark J on the Catalogs
window).
6. If you want the window to be positioned in a precisely, indicate in the " L " or " R " text
areas (reference mark L on the Catalogs window) the distance between the window and
the end of the wall located on its left ("L") or on its right-hand side ("R"). The left and the
right-hand side are determined when you look at the window from the interior of the room
being arranged.
To continue with our kitchen, type value 215 in the " R " text area.
7. Click in the graphic area (reference mark H on the Catalogs window) with the left mouse
button and keep it down. The mouse pointer is then changed into a small open hand.
8. Drag the mouse pointer to the place where you wish to place the window. Notice that the
silhouette of the selected article moves with the mouse pointer and that it is possible to
make it turn 45 degrees to the right during its placement by clicking on the right mouse
button (keeping the left mouse button down).
9. Release the left mouse button when the article is positioned over the 2050 mm wall.
If the message " The door or the window should be in a wall " appears, click on " OK "
then repeat from step 6 ensuring that the center of the silhouette is located inside the wall
when you drop it, that its dimensions are compatible with those of the wall and that it
does not overflow the wall.

12. To place cabinets

The placing of cabinets is done in the same way to that used to place the window.
There is however a second method to find an article in the current catalog by typing its reference
on the keyboard.

We will place, one after the other, the cabinets used in the EXEMPLE 1 scene. To do that:

1. Choose the catalog called KITCHEN TUTORIAL as you did it during the last section.
2. Type the reference of the cabinet on the keyboard without worrying about the place
where the characters will be put.
For the first cabinet, type BA105D. KitchenDraw will find the corresponding cabinet.
3. Click in the graphic area (reference mark H on the Catalogs window) with the left mouse
button and keep it down. The mouse pointer is then changed into a small open hand.
4. Drag the mouse pointer towards the corner that forms the 2 walls of the scene. Do not try
to rotate the silhouette or to precisely position it in the corner. Simply overlap each of the
two walls then release the mouse button. KitchenDraw will fix the cabinet exactly in the
corner.
Notice if KitchenDraw did not placed the cabinet exactly in the corner even though the
silhouette overlapped the 2 walls, you should ensure that the button activating the
automatic placing function that is located above the vertical scroll bars is on and not
off.
5. If you are not satisfied with the position of the cabinet, press on the DEL key as long as
the cabinet still flickers and start the operation again from step 3.

Repeat the procedure from step 2 for each of the following base units: BT40D BF60 BT40G
AREF190G which you will place in this order starting from the corner unit along the 3050 mm
wall. Do the same for the following units: PLV60 and BE80 along the 2050 mm wall and notice
that it is not necessary to rotate the silhouette so that the cabinets align themselves along this
wall.

IMPORTANT While dropping the silhouette, take care that it covers the cabinet against which the
new cabinet must be placed.

13. Placing wall units (in elevation view)

We have placed base units and tall units in top view. We could do the same with wall units but we
will see now that it's just as easy to place cabinets in elevation view, i.e. in the vertical plane of a
wall.

Let us move to the vertical plan of the 3050 mm wall (the wall without any window). To do that:

1. Select the 3050 mm wall clicking inside the wall, and take care not to move the mouse
between the click down and the click up. The ends of the wall should flicker. If that's not
the case, do it again.

2. Choose View | Realistic elevation or hit the F11 key, or click on the icon.

Now, place the following wall units: HV40G, HH60G, HV40D, H40D, HA65G, starting with the tall
unit.
For each of them:

1. Type on the keyboard the reference of the unit to be placed, for example HV40G for the
first one. When the last letter is typed, KitchenDraw finds the corresponding unit.
2. Click in the graphic area with the left mouse button and keep it down. The mouse pointer
is then changed into a small open hand.
3. Drag the mouse pointer towards the tall unit and release the mouse button when the
silhouette covers a part of the tall unit. KitchenDraw places the cabinet exactly in the
upper right corner of the tall unit.
4. If you are not satisfied with the position of the cabinet, press on the DEL key while the
cabinet still flickers and start again the operation from step 2.
5. Proceed in the same way with the other cabinets each time " covering " the last cabinet
placed.

14. To place technical symbols

To provide a full installation file to the person who will install the furniture, it is necessary that the
water and gas inlets, the socket-outlets, and other technical constraints appear in their place on
the plans and elevations.
These particular objects are grouped in the @TECHNICAL SYMBOLS catalog.

We need to be in elevation view to place a socket-outlet which will be shown by its technical
symbol. To do that:

1. Choose the catalog called @ TECHNICAL SYMBOLS,


2. Choose the block called Plug 10A in the blocks listbox marked D on the Catalogs
window.
3. Type 500 in the " L " text area to indicate the distance between the center of the socket-
outlet and the left edge of the wall.
Note if you want to specify the distance between the center of the symbol and the right
edge of the wall, you have to enter the value in the " R " text area.
4. Replace the value of 400 representating the default socket-outlet height, by the value of
600.
5. Place the symbol by clicking on the " Place now" button or pressing on the ENTER key.

You can also place the technical symbol in " drag and drop " if a precise position is not important.

15. To dimension the elevation automatically

An elevation view should be "dimensioned" and KitchenDraw makes it possible to do it


automatically:

1. Choose Edit | Select all, or press on CTRL+A,


2. Choose Selection | Dimension.

Notice:

• When no object is selected, to choose Selection | Dimension will add dimensions to all
the objects of the elevation view.
• The manual placing of dimensions is also possible. To do so, please refer to the How to ?
page.

CONGRATULATIONS! Now you can view your kitchen in perspective as you did in module 1
:Opening an already existing project.

16. To place linear objects (plinths, cornices, etc.)

The linear objects of a kitchen are the plinths, the worktops, the worktop edges, the light pelmets
and the cornices.
Except in very particular cases, the placing of the linear objects is carried out automatically:
1. Choose Scene | Automatic linears, or click on the icon.
The Automatic linears dialog box appears on the screen. It allows you to choose the
source catalog, the type and colours of the linear articles you want to place.
2. Choose for each of the 5 types of linear articles the colours you wish to apply.
3. Click on the " OK " button, or hit the ENTER key.
Notice if one or more objects were selected when you chose Scene | Automatic linears
the messagebox " For selected objects only ? " appears on the screen. Click on " No " to
tell KitchenDraw to place the linear articles on all the objects of the scene.

The linear objects corresponding to the boxes checked in the dialog box are then placed.

17. To decorate the project

To decorate the scene involves the placing of non-priced objects whose role is purely aesthetic,
for example a floor covering, tiled surfaces, various objects such as hotplate, sink, table, chairs,
plants, kitchen ustensils, decorative objects, characters, etc.

As the placing of the decorative objects is easier to do in top view, first of all change view
choosing View | Top view or clicking on the icon.

By applying the method that we used in section 11 place the following objects:

1. A sink under the window (catalog : @HOUSEHOLD APPLIANCES, section : Sinks,


block Sink 1 tub 1/2 draining board, direction : L),
Notice the direction of an object must be selected in the listbox marked F on the
Catalogs window.
2. A hotplate under the cannopy (catalog : @HOUSEHOLD APPLIANCES, section :
Hotplates, bloc Hotplate 4 x gas hobs ),
3. A table in the middle of the scene (catalog : @DECORATION, section : Tables, block
Modern table),
4. Two chairs around the table (catalog : @DECORATION, section : Chairs, block Modern
chair).

18. To add pricing only articles

The articles which we will place in this section are graphicless. Their role is only to allow the
estimate to be complete.

Thus, in addition to the graphic but unpriced hotplate we placed in the preceding section, it is
important to be able to place a real hotplate belonging to an identifyed manufacturer's price list.

1. Show the pricing view choosing View | Pricing, or clicking on the icon.
Notice that the objects that you placed in top view or in elevation view are already
present in pricing view.
2. Choose the KITCHEN TUTORIAL catalog in the Catalogs window.
3. Choose the Priced only articles section.
4. Choose the Hotplate 4 x gas hobs (white) block.
5. Click on the " Place now " button, or hit the ENTER key.
KitchenDraw then inserts the price of the hotplate in the quotation and parts list, but does not alter
the plan view.

The priced only articles will be present in catalogs provided directly by the manufacturers or in
catalogs available on the Kitchendraw.com Web site, or even in catalogs which you will create
yourself thanks to the table accessible by the Setup | Catalogs | Complementary catalogs
command.

IMPORTANT : if you place in the scene a priced article coming from a catalog which has not
been affected to a supplier, a dialog box appears to ask you to fix the coefficients (point value,
purchase coefficient, selling coefficient). All the objects of this catalogue which will be placed later
on in the scene will adopt the same coefficients. If you wish to define these coefficients once for
all, it is necessary for you to assign the catalog to a supplier and to parameterize his coefficients.
Please refer to the How to ? page to know how selling prices are calculated and how to define the
coefficients for each catalog which you use.

Once modified, the new coefficients will be applied only to the future scenes.
To assign these coefficients to the current scene if it was carried out before, choose Scene |
Update prices.

19. To save the project

• Choose File | Save, or click on the icon.

20. To print the current view

KitchenDraw prints the current view as it is displayed on the screen.

Before launching the print command, you should verify that the printer setup is adapted to the
view (size and orientation of paper, etc).

1. If you want to make sure that the view is correctly tallied, choose Zoom | Adjusted or
click on the icon,
2. Choose File | Print or click on the icon.

If you print a top view or an elevation view, the Print size dialog box appears on the screen. It
requires you to choose the scale at which the view will be printed. The scale selected by default
takes into account the dimensions of the print area as well as the format and orientation of paper.
If you like, you can choose another scale value, or choose adjusted if you wish KitchenDraw to
use the maximum size of the paper sheet, without worrying about adopting a standardized scale.
Then, choose " OK " or press on the ENTER key to continue the printing, or choose " Cancel " to
stop it.

If you print a photorealistic perspective, the dialog box Image resolution appears on the screen.
It asks you to choose the resolution, i.e. the smoothness which will be applied to the printed view
(a number of pixels (points) in width and height).
The screen resolution " x1 " is best because the impression starts very quickly, the calculation of
the image having already been carried out for the screen image.
On the other hand, if you wish your prints to have a higher resolution, choose " x1,5 ", " x2 " or "
x3 ". However these choices involve the calculation of a new image and this calculation will take
longer than that of the screen image. The " x3 " choice for example will produce an image with 9
times more pixels than the screen image.

21. To generate the estimate under Microsoft Word

You can generate the estimate or other documents using Microsoft Word (version 6.0 and later).
To do that, whatever the view displayed on the screen:

1. Choose File | Documents, or click on the icon.


The Documents dialog box then appears on the screen.
2. Check the boxes in the column "Sel." corresponding to the documents you want to
generate,
3. Select another printer or a different number of copies, if needed.
Notice click on the " Set default " button if you wish these settings to be the default for
the future generation of documents.
4. Click on the "Generate" button.

Before printing the documents in Word, you can modify their presentation or add some
informations to them. For example, you can copy a view from KitchenDraw choosing Edit | Copy
picture and paste it into the Word document choosing Edit | Paste.

CAUTION : any addition or removal of an article, any modification of prices or finishes carried out
in Word will have no effect in KitchenDraw. Thus, you should limit your interventions in Word to
the presentation of the generated documents. Any modification to the plan detail must be carried
out in KitchenDraw.

The documents generated in Word can be personalized and new documents can also be created.
Click here for more information.

22. To Quit KitchenDraw

• Choose File | Quit or click on the icon, or press on the ALT key, then press on the F4
key while holding ALT key down.
Tutorial
Modifying a Project

This page is devoted to the editing functions of KitchenDraw which are used to modify a scene.
To put them into practice, we will base this module on the EXEMPLE 1 scene.
First, open the EXEMPLE 1 scene as in section 2 of module 1.

Before carrying out any operation on a set of objects in the scene (move, rotation, copy,
suppression...), the objects should be selected first.

22. To select an object

Select for example the table. To do that:

1. Bring the mouse pointer over the rectangle symbolizing the table,
2. Click on the left mouse button until the desired object is marked with small black squares
and flickers.

If several objects are the on top of each other, the first click will select the highest object, the next
click will select the object just below (if the mouse pointer did not move between the two clicks),
and so on.

You can select an object the same way in elevation or in perspective view.

23. To select several objects

The preceding method can't be used to select more than one object because the first object will
be deselected as the next object is selected.
To select several objects:

1. Press the SHIFT key and hold it down,


2. Bring the mouse pointer over one of the chairs,
3. Click with the left mouse button until the desired object is selected,
4. Repeat steps 2 and 3 for all the objects to be selected,
5. Release the SHIFT key.

Select the chairs using this method then the snack set in addition to the already selected table.

Please notice that the last selected object flickers whereas the others are simply marked with
small black squares: it is the active object which is active, its name, dimensions and altitude
indicated in the state bar located in bottom of the KitchenDraw window.
The commands of the Object menu can apply only to the active object of the scene because they
can apply to only one object at a time.

24. To unselect all objects

If you want no object to be actively selected:


• Bring the mouse pointer outside of all objects,
• Click the left mouse button.

Notice if the scene has a floor (and/or a ceiling), you do not have to click outside it ; it is enough
to click more than 35 cm from the edges.

25. To select several objects with the lasso

To select all the objects which are entirely located in a rectangular area of the scene:

• Stretch a rectangle to cover the zone containing the objects to be selected.


To do that, place the mouse pointer on one of the corners of the chosen area, press on
the left mouse button and hold it down, move the mouse pointer to the opposite corner of
the desired area and release the mouse button.

Use this method to select the table and the chairs.

26. To move the selected objects

Once you have selected a set of objects, there are various manners to move them.

To carry out a move " with the mouse "

1. Bring the mouse pointer over one of the selected objects,


2. Press on the left button of the mouse and keep it down,
3. Drag the mouse pointer to the place where you wish to move the selected objects. Notice
that the mouse pointer is transformed into a small open hand and that the silhouette of
the selected objects moves with it.

Notice It is possible to rotate the silhouette by 45 degrees steps to the right during its
displacement clicking on the right button of the mouse (while maintaining the left button
down).
4. Release the left button of the mouse when the selected objects reach the desired
position.

To carry out a move of a specified value in a given direction:

1. Choose Selection | Move or click on the icon.


A small cross then appears beside the mouse pointer.
2. Indicate the direction of the move without worrying about its value for the moment. To do
that:
1. Place the mouse pointer on a magnetic point of the scene to mark the origin of
the move (for example an edge of one of the selected objects),
2. Press on the left mouse button and keep it down,
3. Bring the mouse pointer on another magnetic point of the scene. The elastic
segment which appears specifies the direction of the move.
4. Release the left mouse button.
The Distance dialog box appears. It contains the length of the elastic segment.
3. Replace the length with the value required for the move,
4. Click on " OK ", or press on the ENTER key to validate the move.
Then, the selected objects move by the specified distance.

To carry out a adjustment:

1. Choose Selection | Move or click on the icon.


A small cross then appears beside the mouse pointer.
2. Bring the mouse pointer on the origininating point of the move (generally a point on the
edge of one of the selected objects),
3. Press on the left mouse button and keep it down,
4. Bring the mouse pointer to the destination point of the move,
5. Release the left mouse button.
The Distance dialog box appears. It contains the length of the move.
6. Click on " OK ", or press on the ENTER key to validate the move.

Then, the selected objects move so that the origininating point joins the destination point.

27. To rotate the selected objects

Once you have selected a set of objects, there are various ways to rotate them.

To rotate the selected objects of 90 degrees on the right:

• Choose Selection | Rotate 90° or click on the icon.

To rotate the selected objects by a specified angle:

1. Choose Selection | Rotate or click on the icon.


A round arrow then appears beside the mouse pointer.
2. Place the mouse pointer on the point representing the rotation pivot,
3. Press on the left mouse button and keep it down,
4. Move the mouse pointer to another point in order to define the reference point for the
rotation,
5. Release the left mouse button.
6. Move the mouse pointer in order to define the required rotation angle,
7. Click on the left mouse button when the silhouette of the selected objects appears to be
correctly directed,
The Angle dialog box appears containing the value of the rotation angle.
8. Modify the value of the angle if you wish to set a precise value,
9. Click on " OK ", or press on the ENTER key to validate the rotation.

28. Other operations on the selected objects

Other operations can be carried out on the selected objects.

To remove the selected objects:

• Choose Edit | Remove or press on the DEL key.


To hide the selected objects:

• Choose Selection | Hide or click on the icon.

The hidden objects are not visible any more in the realistic views or on the printed outputs but
they remain present in the pricing table (if they are billable). This function is useful to hide a wall
or objects that mask a part of the scene which needs to be viewed.

To show the selected objects:

• Choose Selection | Show or click on the icon.

To open the doors of the selected objects

• Choose Selection | Open or click on the icon.

The majority of the cabinets can be opened in order to see their interior equipment. To open one
cabinet or two can also give more life to a perspective view.

To close the doors of the selected objects

• Choose Selection | Close or click on the icon.

To turn over (to symmetrize) the selected objects

1. Choose Selection | Turn over or click on the icon.


Two small triangles then appear beside the mouse pointer.
2. Place the mouse pointer on the origining point of the segment which will define the axis of
symmetry,
3. Press on the left mouse button and keep it down,
4. Place the mouse pointer on the destination point of the segment which will define the axis
of symmetry,
5. Release the left mouse button.

Notice that the cabinets change direction of door-fitting and that their reference numbers also
change.
This symmetry function will be especially useful for you if you use KitchenDraw to design a point
of sale or an exhibition stand.

29. To change the height of the "Window 1 tilting casement " object

The height of the object " Window 1 tilting casement " is one of its attributes as are its width, its
depth, its altitude (window-breast), its color, etc.
The object attributes can be modified at any time in the following way:

1. Select the object " Window 1 tilting casement " using the method described in the section
22,
2. Choose Object | Attributes or click on the icon.
The Attributs dialog box then appears. If several objects are selected, it contains the
attributes of the last object selected i.e. the active object (the object which flickers).
3. Replace the height indicated in the " H " text area by the new value in millimetres.
4. Click on " OK ", or press on the ENTER key to validate the change.

The attributes of an object depend on the type of the object. Thus, the Attributs dialog box
corresponding to a wall will be different from that corresponding to a piece of furniture or a
dimension.

Here is the meaning of some attributs that require further explanation:

• Walls
o Begin height: height of the origin of a wall.
o Height end: height of the end of a wall which would be different from the "Begin
height" in the case of a " sloping " wall.
• Cabinets
o Description: detailed description of the object which can be modified if the
authorization has been given in the Setup | Pricing | Options dialog box.
o Heading: pricing table to which the object belongs.
o Marked: specifies if the object must have a label with a number or a reference
(for top and elevation views).
o Billed: if this box is checked, the object will not appear in the pricing table
although it has a price. That makes it possible to use an billable object with a
purely decorative aim.
o Details: specifies if the graphic details of the object must be represented; for
example, the feet for a cabinet.
o To be ordered: if this box is checked, the object will be present in the pricing
table and in the estimate but it will be absent of any purchase order to suppliers.
That can be justified if the object is in stock.

30. To change the color of all the walls

The color of a wall in perspective is an attribute. Let us see how to modify the color of the active
object and how to apply it to other objects.

1. Select one of the walls of the scene,


2. Choose Object | Attributs or click on the icon,
3. Click on the " Modify " button corresponding to " Perspective color ",
The Color dialog box appears.
4. Define the color you wish using the test card or typing the RGB values.
Note : if you wish to apply a textured color to the wall, you can choose it in the " Textures
" combobox. Textures which hold a * are colourable.
5. Validate Color the dialog box,
6. Click on the " Set default " button located in the " Style " area if you wish that this new
color become the color by default for future walls.
7. Choose " All " in the " Paste style " combobox to apply this new color to all the walls of
the scene.
8. Click on " OK ", or press on the ENTER key to validate the color change.
Note if you want to change the color of several walls but not all of them, you must select these
walls first, change the color of the last selected wall (the active object) as indicated above, then
choose "Selection" in the " Paste style " combobox before validating the Attributs dialog box.

31. Other operations on the active object

Other operations can be carried out on the active object.

To include or not some components associated with the active object:

1. Choose Object | Components.


The Components dialog box enables you to set as present or absent the components
(objects) that are associated with the active object.
2. Check the boxes corresponding to the components which you want to make present
(visible in KitchenDraw) and uncheck the components that you want to make absent
(invisible in KitchenDraw).
3. Click on " OK ", or press on the ENTER key to validate your choice.

Certain objects, when they are placed, automatically involve the installation of other objects which
are associated to them. For example, a window involves the installation of a landscape image
background, a projector simulating the sun, etc. Some components are actually placed by default
and others are not but could be easily by checking the box which corresponds to them in the
Components dialog box.

To change the finishes (fronts model, colours, handles, etc.) of the active object:

1. Choose Object | Finishes


The Finishes dialog box enables you to choose the fronts model (if the object depends
on a model) as well as the colours and the type of handle.
2. If the " Models " combobox is not grayed, change the fronts model if you wish,
3. Choose in the choices list the choice which you want to assign to the finish selected in
the "Finishes and options" listbox.
4. Repeat step 3 for all the finishes or options which you want to change,
5. If you wish to apply these new finishes to other objects of the scene:
o Choose " All " in the " Paste finishes " combobox to apply these new changes to
all the objects of the scene belonging to the same family as the active object.
o Or, choose " To identical ones" to apply these new finishes to all the objects of
the scene belonging to the same family and having the same finishes as the
active object. This is useful if the scene has objects of the same family but with
different models or finishes.
o Or, choose " Selection " to apply these new finishes to all the selected objects of
the scene belonging to the same family as the active object.
6. Click on " OK ", or press on the ENTER key to validate your choice.

To see how the selling price of the active object is calculated:

• Choose Object | Price


The Price dialog box enables you to see the various steps of the active object selling
price calculation and to apply special pricing conditions to it (appreciations for
adaptations, depreciations for exposed objects, price-cuts given by the salesman, etc).

To apply special conditions on the selling price of the active object:


• Choose Object | Special conditions
The Special conditions dialog box enables you to apply special conditions to the selling
price of the active object, as you can with the Price dialog box but with more discretion
with respect to the customer (if they areat your side when you use KitchenDraw).
How to ?

How to place a sequence of walls?

1. Select the top view,


2. Choose Place | Walls, or click on the icon, or press the F5 key.
The mouse pointer is then changed into a small square.
3. Click on the starting point of the first or of the last wall to be placed.
The wall parameters window appears in the working area and a "magnetic point" now
connects the mouse pointer to the starting point of the wall.

Notice Press on ALT key if you wish the wall to be placed at an angle other than 90 or
45 degrees.
4. Click on the ending point of the wall,
- Or -
o Enter the length of the wall (shown in the wall parameters window),
o Move the mouse cursor in the direction of the wall,
o Hit the ENTER key to confirm.

- Or -

o Enter the length of the wall,


o Hit the TAB key,
o Enter the inside angle between the new wall and the previous one,
o Hit the ENTER key to confirm.
The silhouette of the wall is then drawn.
5. Repeat step 5 for all the walls of the sequence.
6. Press on the ESCAPE key to stop the sequence,
- Or -
Click once again on the ending point of the last wall.

The Walls dialogue window is then displayed on the screen.


7. Enter the thickness and the height for each wall,
8. Click on "OK" or hit the ENTER key to confirm.

How to lay tiles?

To lay tiles one by one:

1. Choose "Top view" for floor tiling or "Elevation" for wall tiling.
2. In the catalogs window, choose the type of tile to be laid.
3. Tile size can be changed in the "W" or "D" text areas.
4. Click in the preview zone and drag the outline of the tile to the desired position on the
current view.
If you want the tile to position itself automatically relative to an existing reference tile,
have it overlap slightly the reference tile.
5. Release the left mouse button.

N.B. – Do use the Object Duplication functions if you have many tiles to lay manually.

To lay tiles inside one or several shapes:

1. Choose "Top view" for floor tiling or "Elevation" for wall tiling.
2. Create the area to be tiled with one or several shapes (Click Here for detailed information
on shapes).
3. The position and orientation of the tiles is controled with the square. In fact, you position
and orient the square just like one of the tiles you want to lay (Click Here to learn how to
use the square).

N.B. - If the square is not visible, the tiles will be oriented along the first segment of the
shape and positioned relative to the first point of the segment.
4. In the catalogs window, choose the type of tile to be laid.
5. Tile size can be changed in the "W" or "D" text areas.
6. Confirm by clicking on the "Place now" button, by pressing the ENTER key, or by
dragging and dropping the tile inside one of the shapes.

N.B. - If you confirm by dragging and dropping the tile, the tiles will be positioned and
oriented relative to the outline (irrespective of the square being visible or not).

For automatic tile laying:

1. Choose "Top view".


2. Draw one or several shapes along the walls or objects you want to tile. These are in fact
reference lines that give the vertical plane on which the tiles will be laid. Unlike the
reference shapes above, they are not closed frames defining the area where the tiles are
to be laid.

N.B. - The first point of a shape gives the starting point for tiling with entire tiles.
The tiles are "folded" at the meeting point of two shape segments.
Thus, if you want to start by laying a full tile in one of the corners of the room, you have to
create two shapes starting from this corner, one along each wall.
3. Carry out the Scene | Automatic Tiling command.
4. Click on the "Add above" button to add to the table a line representing a tiles row.
5. In the catalogs window, choose the tile reference you want.
6. Tile size can be changed in the "W" or "D" text areas.
7. To lay tiles diagonally or at an angle of 90° relative to how they are displayed in the
preview area to be found in the catalogs window, go to the Automatic Tiling dialog box
and select the relevant option in the "Angle" column. The "Hori." option indicates that the
long side of the tiles will be horizontal.
8. Place the chosen tile in the selected tiles row by clicking on the "Place now" button of the
catalogs Window or dragging and dropping the tile outline from the preview area directly
to the selected line of the table.
9. Define the position and the height of the tiles row. Three methods can be used:
o Set the top and the bottom altitude of the tiles row;
o Set the bottom altitude and the height (or the number of tiles) of the tiles row;
o Set the top altitude and the height (or the number of tiles) of the tiles row.
10. Define with the "Ref." option box if the whole tiles are to be laid at the bottom or at the top
of the tiles row (this is useful if there is not a whole number of tiles in the row).
11. Repeat stages 4 to 10 for each of the tiles rows.
12. Confirm the tiling by clicking on the "Place now" button or by pressing the ENTER key.

When the surface(s) contained by the drawn shapes(s) are already tiled, the old tiles are removed
before the new tiles rows are laid.

How to personalize the icon bar?

1. Double-click the left mouse button in part of the icon bar which is not covered by an icon.
A dialog box appears to reconfigure the icon bar.
2. To add an icon select the icon to add in the " Available buttons " zone, select the icon in
front of which you want to place the new icon in the " Buttons of the toolbar " zone, then
click on " Add ".

To remove an icon select the icon to remove in the " Buttons of the toolbar " zone, then
click on " Remove ".

To move an icon select the icon to move in the " Buttons of the toolbar " zone, then click
on "Up" or "Down" as many time as necessary.

How to define purchase and selling prices as well as margins?

For catalogs where prices are Purchase Prices VAT excluded, the Selling Price (SP) of an item
is given by multiplying the Catalog Price (CP) by the Point Value (PV),
and then by:

• either the Sales Coefficient Before Tax (SCBT)


to change from the Purchase Price Before Tax
to the Selling Price before tax,
• or by the Sales Coefficient Inclusive of VAT [with tax] (SCWT)
to change from the Purchase Price Before Tax
to the Selling Price inclusive of VAT.
The Basic Purchase Price (BPP) is the Catalog Price multiplied by Point Value.
The Real Purchase Price (RPP) is the Catalog Price multiplied by Point Value and then
by Purchase Coefficient (PC), the Purchase Coefficient being a discount relative to the
Catalog Price.

SP (BT) = CP × PV × SCBT
SP (BT) = CP × PV × SCWT / (1 + Vat rate)
SP (WT) = CP × PV × SCBT × (1 + Vat rate)
SP (WT) = CP × PV × SCWT
BPP (BT) = CP × PV
RPP (BT) = CP × PV × PC

For catalogs where prices are Selling Prices, the selling price of articles is worked out in the
same way as above, but there remains only one kind of purchase price.

BPP (BT) = RPP (BT) = CP × PV × PC


For catalogs where prices are Purchase and Selling Prices, the Selling Price is taken directly
from the catalog, irrespective of any Point Value or Sales Coefficient.
The Basic Purchase Price is worked out as in Purchasing Price catalogs.

The different kinds of margins are calculated as follows:

CM (BT) = SP (BT) - BPP (BT)


MM (BT) = SP (BT) - RPP (BT)
MM (%) = SP (BT) - RPP (BT) / RPP (BT)
GMR(%) = SP (BT) - RPP (BT) / SP (BT)

In these formulae:
CM (BT) = Commercial Margin Before Tax,
MM (BT) = Management Margin Before Tax,
MM (%) = Management Margin in Percentages,
GMR = Gross Margin Rate, i.e. the real margin in percentage relative to selling price.

How to define the initial selling prices of the articles?

Prices of articles from catalogs where prices are purchase prices VAT excluded must be
multiplied by a series of coefficients (point value, selling coefficient) to get the selling prices.

Before being able to specify these coefficients, the catalogs must be assigned to a supplier.
The steps to set up the selling prices are as follows:

1. Creation of the suppliers,


2. Assignment of the catalogs to the suppliers,
3. Definition of the coefficients for each catalog.

To create a supplier:

1. Choose Setup | Pricing | Supplier,


2. Click on the "Add" button in the List of suppliers dialog box,
3. Enter the supplier's information in the Supplier dialog box. The identifier is mandatory.
Notice : the "Order forms" area lets you choose the format of the computer file and the
format of the paper form accepted by the supplier.
For the purchase orders file, you can choose the file format in the "Computer file" combo
box, the transmission mode in the "Transmission by" combo box and if the e-mail
transmission mode is chosen, the e-mail address where to send the purchase order files.

To assign a catalog to a supplier:

1. Choose Setup | Pricing | Supplier,


2. Select the supplier in the List of suppliers dialog box and click on the "Modify" button,
3. Select in the "Name" combo box of the "Catalogs" group a catalog to be assigned to the
supplier,
4. Click on the "Add" button,
5. Repeat steps 3 and 4 for each catalog that should be assigned to the supplier,
6. Validate.
To define the coefficients of a catalog:

1. Choose Setup | Pricing | Supplier,


2. Select the supplier in the List of suppliers dialog box and click on the "Modify" button,
3. Select the catalog to be set up in the "Catalogs" list box,
4. Click on the "Set parameters" button.
A dialog box with the name of the catalog in the title bar appears on the screen.
5. Click on the "Sales coefficient, VAT excl." radio button if the coefficients of sale which you
will enter do not include the VAT, i.e. if they lead to a selling price VAT excluded.
6. Click on the "By front model" button.
The Coefficients per front model dialog box appears then on the screen. It presents the
list of the models pertaining to the selected catalogue and, for each of them:
o the name,
o the code,
o the price column (PC),
o the point value : value of the price unit of the catalog expressed in the working
currency,
o the purchase coefficient : coefficient applied to the catalog prices to obtain the
purchase price (useful to calculate the margin),
o the bottom sales coefficient : minimum sales coefficient fixed by the manager.
The salesmen are not authorized to go below this. The difference between the
final selling price and the bottom selling price constitutes the "fat". The "fat" can
be displayed in the status bar of Kitchendraw if you want. To do that, check the
"Show coef. and "fat"" box in the Setup | Pricing | Options dialog box.
o the default sales coefficient : coefficient which transforms the catalog prices to
the initial selling prices; these prices can be decreased (rebates) or forced.
7. Enter for each model the contents of the cells whose background is white.
The " Copy all models " and " Copy identical PCs " buttons allows you to propagate the
desired coefficients from the selected model to all the models of the catalog or to those
which have the same price column.
8. Validate,
9. Click on the " By family " button and proceed as for the models but this time for the
families of articles that do not depend on the front model; then validate.
10. Click on " By article " if you wish that certain references have particular coefficients; then
validate.
11. Validate all the dialog boxes.

IMPORTANT : the new coefficients will be applied only to the articles placed after they are
entered.
To apply the coefficient changes to all the articles of the current scene even those placed before
the changes, choose Scene | Update prices.

N.B. – If you add to the scene an object from a priced catalog that has not been allocated to a
supplier, a dialog box opens to ask you to define the coefficients. Any objects that are added to
the scene later are automatically allocated the same coefficients.
To find which coefficients apply to the objects of a catalog in the current scene, select one of the
objects and carry out the Object | Price command.
To modify one or several coefficients relative to the objects in a catalog which has not been
allocated to a supplier, you must first remove all the objects in that catalog, and then enter the
coefficients in the dialog box that opens when placing the first object.

How to define prices with the Generic Catalog


If you are designing a layout with furniture from the generic catalog (or from a catalog that derives
from the generic catalog) in which the prices are still at "0", you have to enter the prices by hand
to have the kitchen entirely priced.

In the price tables, the "Points" column is intended to receive the prices coming from the printed
catalog. They can be either purchase prices or selling prices.
The other prices are calculated automatically from the coefficients entered when the catalog was
parameterized or, if the catalog has not been allocated to a supplier, from the coefficients entered
in the coefficients dialog box.

You can also enter the prices directly in the Unit Price Before Tax ("UPBT") or in the Unit Price
With TAX ("UPWT") column – however in this case purchase prices will be identical to selling
prices and the margins will be wrong.

How to modify the selling prices and to grant discounts?

The selling price of the articles can be modified at any time and in many ways.

To force the selling price of an article:

1. Choose View | Pricing or click on the icon,


2. Modify the unit price or the total price of the article.,
3. Change the selected cell pressing on the TAB key, or clicking on another cell, in order to
validate the price modification.

The new price is then displayed in red to indicate that it has been forced and the totals are
updated.

To grant a discount on one article:

1. If it is not already the case, show the "Disc%" column in the pricing table choosing Setup
| Pricing | Options and checking the "Add discount per article column",
2. Indicate the discount percentage in the cell of the " Disc% " column corresponding to the
article,
3. Change the selected cell pressing on the TAB key, or clicking on another cell, in order to
validate the price modification.

It is not possible to force the price of an article and simultaneously to grant a discount on that
article.

To grant a discount in percentage or in value on a heading:

A heading is a table of the pricing view which gathers articles of comparable nature and which
generates a sub-total. For example, the pieces of furniture of a project belong to one heading
whereas the household appliances belong to another heading.
It is possible to apply a discount in percentage or in value to the sub-total corresponding to a
heading. To do that:

1. Select the heading concerned in the "headings" combo box located just at the top of the
pricing table, and on the left of the icon.
The articles belonging to this heading are displayed in the pricing table.
2. Bring the mouse pointer to the totals area located below the pricing table,
3. Click with the right mouse button.
A menu then appears.
4. Choose Discounts.
The "Discount %" and "Fixed discount" edit areas then appears.
5. Enter one, the other or the two edit areas.
Notice that the totals update themselves as you enter these edit areas.

To grant a global discount in percentage or in value on the scene:

A discount expressed as a percentage or as a value can be applied to the scene at the global
level in addition to the discounts granted at lower levels (heading level or article level). To do that:

1. Select " Recapitulation " or " Table of commercial margins " or " Table of management
margins " combo boxes located just at the top of the pricing table, and on the left of the
icon.
2. Bring the mouse pointer to the totals area located below the pricing table,
3. Click with the right mouse button.
A menu then appears.
4. Choose Discounts
The "Discount %" and "Fixed discount" edit areas then appear.
5. Enter one, the other or the two edit areas.
Notice that the totals update themselves as you enter these edit areas.

CAUTION: if all the headings do not have all the same applicable VAT rate, it raises the question
of the VAT rate to apply when granting a discount in value on the total amount including VAT.
This is the purpose of the "Scene fixed discount" line in the VAT rates table that can be accessed
choosing Scene | VAT rates. The rate mentioned in this line is taken into account to determine
the VAT excluded value of the discount from the specified VAT included value.

How to exploit Cutting Lists and Bills of Material

The tables of cutting lists and of bills of material can be printed out.

It is also possible to copy all or part of these tables onto the Windows clipboard, from where they
can be pasted into another program (Excel, cutting-optimization or production-management
programs).
To do this, select the part of the table you want (once selected, it is displayed in white characters
on a black background), then press Ctrl+C or Ctrl+Insert.
In the destination program, position the mouse cursor in the upper left corner of the zone where
you want the data to be displayed, and press Ctrl+V or Maj+Insert.
If the lines or the columns in KitchenDraw are arranged in a way that does not suit your purpose
or does not fit the destination program, you can copy them one after the other.

You can also export data into a .CSV text file, which you can then import into the destination
program (cutting-optimization or production-management program).

To export a .CSV file relative to a Cutting List (or to a Bill of Material):


1. Carry out the "View | Cutting List" (or "View | Bill of material") command, or select the
"Cutting List" (or "View | Bill of material") line in the option box of the fields just above the
pricing table, left of the icon.
2. Press the icon if you want the parts to be factorized – this may cause the format of
the file to change accordingly (see below for the specification of the export file).
3. Choose the format of the export file, i.e. the program for which the file is intended. This is
done in the option box just right of the icon.
Eighth export file formats have been predefined in the SPACE.INI file, corresponding to
eighth well-known cutting-optimization programs:
o SheetLayout by Productivity Software (www.sheetlayout.com)
o The Itemizer by R&R Drummond Inc. (www.rrdrummond.com)
o FastCut by FastCAM (www.fastcamusa.com)
o Cut Planner by Pattern Systems (www.patternsystems.com)
o Cutting optimizer by Ardis (www.ardis.be)
o OptiCoupe IV by Boole & Partners (www.boole.fr)
o Optimik by RK Software (www.optimik.com)
o Leonardo by Quality Industriale Srl (www.qiwood.it)
o CutListPlus by Bridgewood design (www.cutlistplus.com)
4. Carry out the "File | Export | Cutting List" (or "File | Export | Bill of material") command.
5. Choose the place and name of the exported file. Its default location is the scenes
directory and its default name the file name of the current scene (plus the extension
corresponding to the relevant file format).
6. Confirm in the dialog box.

If you are using another program than those mentioned above (there are many others), you can
add it to the list and parameterize the export file format for it to be compatible with that program.
Let us start by analyzing the format of the SheetLayout file to be found in the [SheetLayout]
section of the SPACE.INI file, itself in the same directory as the KitchenDraw program (by default:
C:\KD):

[SheetLayout]
Comment="SheetLayout" by Productivity Software (www.sheetlayout.com)
Separator=,
DoubleQuotes=1
BillOfMaterialHeader=
BillOfMaterialHeaderFacto=
CuttingListHeader=
CuttingListHeaderFacto=
BillOfMaterialExport=PartName,PartQuantity,PartLength,PartWidth,PartGrain,PartMaterialName
BillOfMaterialExportFacto=PartName,PartQuantity,PartLength,PartWidth,PartGrain,PartMaterialName
CuttingListExport=PartName,PartQuantity,PartLength,PartWidth,PartGrain,PartMaterialName
CuttingListExportFacto=PartName,PartQuantity,PartLength,PartWidth,PartGrain,PartMaterialName
CuttingListGrainText=E,L,W,0
CuttingListGrainLength=0
PartTypeText=Sh,Sh,Li,It,Vo,La
FileNameExt=TXT

The program name (in square brackets) is on the first line. It gives its name to the section.
This is followed by an optional comment entry, giving information on the software company and
their Website.

The Separator entry specifies the character that is used to separate the different data in each
line of the export files. By default, the comma is used.

The DoubleQuotes entry indicates if the exported character strings must be surrounded or not
with double quotes characters (").
The 4 following entries indicate the content of the optional header that can be found as the first
line of the corresponding export files:

• BillOfMaterialHeader refers to the Bill of Material export file, without parts factorization
( icon not depressed).
• BillOfMaterialHeaderFacto refers to the Bill of Material export file, with parts
factorization
( icon depressed).
• CuttingListHeader refers to the Cutting List export file without parts factorization.
• CuttingListHeaderFacto refers to the Cutting List export file with parts factorization.

The 4 following entries detail the data to be found in each line of the corresponding export files:

• BillOfMaterialExport,
• BillOfMaterialExportFacto,
• CuttingListExport,
• CuttingListExportFacto.

The following data can be included in these entries:

• PartType refers to part type (cabinet panel, front panel, profile, hardware, products by
volume, labor)
• PartName refers to the name of the part (e.g. "Side" or "Middle Shelf")
• PartQuantity refers to the number of identical parts
• PartLength refers to part length (N.B.: its width for MobiScript)
• PartWidth refers to part width (N.B.: its depth for MobiScript)
• PartHeight refers to part height or panel thickness
• PartMaterialName refers to the material out of which the part is to be cut (e.g. "18mm
beech laminate). This name actually corresponds to the name of the block called up as a
component in the script for the object.
• PartMaterialCode refers to the code of the material out of which the part is to be cut (e.g.
"M15H"). This code actually corresponds to the reference of the item of the block called
up as a component in the script for the object.
• PartGrain refers to grain direction for the part (irrelevant, lengthwise, widhtwise). The
values for this data are specified in the format definition section of the active file.
• ObjectNumber refers to the number in the scene of the object (item) to which the part
belongs.
• ObjectName refers to the name of the object (item) to which the part belongs
• ObjectReference refers to the reference number of the object (item) to which the part
belongs.

The CuttingListGrainText entry gives the 3 character strings that are used to specify grain
direction:
1/ grain irrelevant,
2/ lengthwise grain,
3/ widthwise/depthwise grain.
These 3 character strings also appear in the "Grain" column of KitchenDraw’s "Cutting List" and
"Bill of material" tables.
A 4th information may follow the 3 strings: digit "1" means that the relevant character string has to
be concatenated to the dimension for which grain applies.
The CuttingListGrainLength entry means that for the value "1" of this entry the grain must be
given in the length data, even if length is smaller than width.

The PartTypeText entry lists the 6 character strings used in the PartType data to give the type of
parts that make up the items nomenclature. These part types are the following:

1. Cabinet panel
2. Front panel
3. Profile (edge band, finishing strip, etc.)
4. Hardware (hinges, legs, etc.)
5. Product (paint, varnish, glue, etc.)
6. Labor

This type allows applying filters to parts or sorting them. A cutting list for example actually gives
only panel-type parts filtered out of the detailed nomenclature.

The last FileNameExt entry gives the extension that automatically applies to the exported files.

Once the section has been created, there remains an entry to be added to the [BMSoftware]
section in SPACE.INI to make the new program visible in the option box. The entry looks like this:

[BMSoftware]
BMS1=SheetLayout
BMS2=FastCut
BMS3=The Itemizer
BMS4=Cut Planner
BMS5=Cutting optimizer
BMS6=OptiCoupe IV
BMS7=Optimik
BMS8=Leonardo
BMS9=My software

IMPORTANT! – If you have parameterized the format of the export file to make it compatible
with a well-known cutting-optimization or production-management program, do send us a
message (at admin@kitchendraw.com) with the relevant section: if we include it in the next
version of KitchenDraw, the first person from which we have received it will be awarded 30 free
hours!

How to transfer scenes between accounts

KitchenDraw allows you to transfer scenes from a laptop to a desktop computer, or between
desktop computers if they are not networked, or to archive old scenes and restore them later.

To transfer scenes from an account to another, you go through the following stages:

1. Archive the scene(s) you want from the source account to a removable support (diskette,
ZIP, USB key, etc.).
2. Restore the scene(s) you want from the removable support to the destination account.

To Archive Scenes:

1. Choose File | Open.


2. Select the scene(s) you want to archive (press SHIFT or CTRL to select several files).
3. Click on the "Archive" button.
4. Choose the drive and, if relevant, the directory into which to copy the selected scenes.
5. Confirm by clicking on the "OK" button or by pressing the ENTER key.
6. Click on the "Delete" button if you want archived scenes to be removed from the source
account.

To Restore Scenes:

1. Choose File | Open.


2. Click on the "Restore" button.
3. in the Restoration dialog box, choose the directory in which the scenes have been
archived, then select the scene(s) you want to restore (press SHIFT or CTRL to select
several files).
4. Check the "Mask restored scenes" option if from now on you do not want the restored
scenes to be displayed.
5. Confirm by clicking on the "OK" button or by pressing the ENTER key.

IMPORTANT – Scenes cannot be restored during the 30-hour free period. This option can be
activated any time by recharging hours.
Advanced features
Using the square

1. What's the square?

The square is a tool in KitchenDraw which allows you to specify a position and an orientation. It is
used in quite precise cases:

• To define the starting point as well as the orientation of the tiles while placing a tiled
surface,
• To turn over any selected objects.

After launching KitchenDraw, the square is not visible. To show it, you must click on the small
icon located at the top of the vertical scroll bar so that it takes its inserted position . At the
same time, a small window called the Square window appears.

You can place the square in a precise way on particular points of the scene called magnetic
points.
You can also move, direct and rotate the square in two manners:

1. Using the icons of the Square window.


2. With the mouse, using the sensitive zones of the square.

2. To place the square on a magnetic point

To place the square on a magnetic point:

1. Bring the mouse pointer to less than eight pixels from a magnetic point (points of the grid,
points of the including rectangle of the scene, points of contour of the objects of the
scene, points of the shapes),
2. Click on the right button of the mouse.

Notice points of contour of the active object (the flickering object) if one exists have priority over
the other magnetic points.

3. To move the square

There are several ways to move the square:


Moving the square in a precise way

To move the square in a precise way:

1. Enter, in the text area of the Square window the number of units you want to move the
square.
2. Click on one of the six following icons:
to move forward.

to move backward.

to move laterally.

to move back laterally.

to move up.

to move down.

Notice you can easily repeat the operation clicking again on the icon or cancel it clicking on the
opposite icon.

Moving the square with the mouse

To move the square with the mouse:

1. Bring the mouse pointer to the sensitive area located at the center of the square until it

takes the shape of a small hand


2. Press on the left mouse button and keep it down,
3. Drag the square with the mouse pointer to the desired position.
The relative displacement of the square compared to its original position is indicated in
the state bar. To cancel the operation, click on the right button of the mouse as long as
the left button is depressed.
4. Release the left mouse button.

4. To rotate the square

There are many ways to rotate the square:

Rotating the square in a precise way

1. Enter, in the text area of the Square window the angle in degrees you want to rotate the
square,
2. Click on one of the two following icons:
to rotate the square clockwise.

to rotate the square counterclockwise.


Rotating the square with the mouse

1. Bring the mouse pointer to the end of the large arm of the square until it takes the shape

of a small black disc


2. Press on the left mouse button and keep it down,
3. Move the mouse pointer until the square is correctly directed.
Notice that the swing angle of the square compared to its original orientation is indicated
dynamically in the state bar. To cancel the operation, click on the right mouse button as
long as the left button is inserted,
4. Release the left mouse button.

Rotating the square by 15 degrees steps

1. Bring the mouse pointer to the end of the small arm of the square until it takes the shape

of a small black disc


2. Press on the left mouse button and keep it down,
3. Move the mouse pointer until the square is correctly directed.
4. Release the left mouse button.

Rotating the square a quarter clockwise

1. Bring the mouse pointer near the pivot of the square until it takes the form of a small

black square
2. Click on the left mouse button.

- Or -

• Click on the icon of the Square window.

Resetting the square to a 0 degree orientation

1. Bring the mouse pointer to the sensitive area located at the center of the square until it

takes the shape of a small hand


2. Click twice on the left mouse button.

- Or -

• Click on the icon of the Square window.


5. To turn the square over (symmetry)

You can symmetrize the square along its large arm or along its small arm. One or the other of
these symmetries results in a change of the direction of the square.

Square on the left

Square on the right

Symmetry of the square along its large arm

1. Bring the mouse pointer to the external edge of the large arm of the square until it takes
the shape of a small black rectangle parallel to the large arm of the square

2. Click on the left mouse button.

- Or -

• Click on the icon of the Square window.

Symmetry of the square along its small arm

1. Bring the mouse pointer on the external edge of the small arm of the square until it takes
the shape of a small black rectangle parallel with the small arm of the square

2. Click on the left mouse button.

- Or -

• Click once on the icon of the Square window, then click twice on the icon.
Advanced features
Using the shapes

1. What's a shape?

A shape is a KitchenDraw tool used when placing plane objects (tiled areas, special worktops,
etc.) or linear objects (plinths, cornices, etc). It creates before the installation of the objects a
border within which to place the objects.

Shapes can be drawn in top view, in elevation view and even in perspective view.

A shape is composed of a succession of points represented by small squares, the first one being
a little larger than the others. These points are connected to each other by thick segments. The
end of these segments is equipped with an appendix which plays a double role: it can be used to
distinguish the end of a segment from its origin and thus to quickly visualize the order of the
points in the shape; it is used also when placing linear objects to specify the direction the linear
objects will take along the shape (placed on the left hand side of the shape or on the right hand
side).

The shapes do not appear on the printed outputs.

If there are several shapes in the scene, the active shape is the last shape placed or the last
selected one.

Active shape

2. To draw a shape

Creating of a shape entering each point

1. Choose Shape | Add or click on the icon. The mouse pointer is then changed into a
small square. At this stage, you can cancel the operation in progress while clicking on the
right button of the mouse or while pressing on the ESCAPE key.
2. Place the mouse pointer where the first point of the shape should be.
3. Press on CTRL key if you wish to disable the attraction effect of magnetic points.
4. Click on the left mouse button. A small hollow square appears in the place of the mouse
pointer (or near if there was attraction on a magnetic point). Notice that a rubber band
now connects the center of the small hollow square to the mouse pointer, and that this
rubber band is constrained to the horizontal, vertical, or 45 degrees direction according to
the position of the mouse pointer.
Also notice that a small window is displayed at the top and in the center of the working
area. It enables you to specify the length of the next segment as well as the inside angle
between the next segment and the preceding one.

Notice Press on ALT key if you wish to relieve the angular constraint of the rubber band.
5. Place the mouse pointer on the place where the next point of the shape should be and
click on the left mouse button.
- Or -
Move the mouse pointer so that the orientation of the segment to be placed is correct,
then type the length of the segment expressed in measuring units of the scene, and
finally press on the ENTER key
- Or -
Type the length of the segment expressed in measuring units of the scene, press on the
TAB key to get into the angle text area, then type the inside angle between the segment
to be placed and the preceding one, and finally press on ENTER key.

Notices :

o You can rotate the segment by 45 degrees clockwise (alternatively


counterclockwise) while pressing on the PAGE UP key (alternatively PAGE DOWN
key).
o If you wish to remove the last point of the shape, click on the right button of the
mouse or press on the BACK SPACE key often materialized by an arrow directed
towards the left. This operation can be carried out several times consecutively
and finally can lead to the cancellation of the shape creation function.
6. Repete step 5 until all the shape points are entered.
7. To finish the shape, bring the mouse pointer to the last point of the shape and click on the
left mouse button, or press on ESCAPE key.

Notice If you wish to add points to a shape, double click on the first or on the last point
of this shape and add points as indicated above (step 5).

Creating a rectangular shape with the mouse

1. Choose Shape | Generate | Rectangle or click on the icon. The mouse pointer
changes form.
2. Stretch a rectangle in order to delimit the shape which you want to create.
To do that, bring the mouse pointer to one of the corners, press on the left button of the
mouse and keep it down, move the mouse pointer to the opposite corner and finally
release the left button of the mouse.

Notice The corner of the rectangle that you will click in first will be the starting point of the
shape. This is important if you then wish to place tiles or plan articles with a grain direction inside
this shape. Indeed, the first segment of the shape indicates the position and orientation of the
tiles or the direction of the grain.

Creating a rectangular shape with the square in a corner

1. Position the square where you want to place one of the corners of the rectangular shape
and direct the square in the direction which you want the shape to follow.
2. Choose Shape | Generate | Rectangle square or click on the icon. The " Width "
and " Depth " text areas are then displayed. The " Width " text area represents the
dimension of the shape along the large arm of the square and " Depth " along the small
arm.
3. Enter the " Width " and " Depth " of the shape in measuring units of the scene.
4. Click on the « OK » button, or hit the ENTER key.

Creating a rectangular shape with the square in the center

1. Position the square where you want to place the center of the rectangular shape and
direct the square in the direction which you want shape to follow.
2. Choose Shape | Generate | Rectangle square centered or click on the icon.
3. Indicate " Width " and " Depth " of the shape in measuring units of the scene.
4. Click on the « OK » button, or hit the ENTER key.

Creating an elliptic shape with the square "in a corner"

1. Position the square where you want to place one of the corners of the rectangle including
the ellipse and direct the square in the direction which you want the shape to follow.
2. Choose Shape | Generate | Ellipse square or click on the icon. The " Width ", "
Depth " and "Segments" text areas are then displayed. The " Width " text area represents
the dimension of the ellipse axis which is parallel to the large arm of the square, " Depth "
the dimension of the ellipse axis which is parallel to the small arm of the square, and
"Segments" the number of line segments generated to draw the ellipse.
3. Enter the parameters necessary for the generation of the elliptic shape.
4. Click on the « OK » button, or press on the ENTER key.

Creating an elliptic shape with the square in the center

1. Position the square where you want to place the center of the elliptic shape and direct the
square in the direction which you want the shape to follow.
2. Choose Shape | Generate | Ellipse square centered or click on the icon.
3. Enter the parameters necessary for the generation of the elliptic shape.
4. Click on the « OK » button, or press on the ENTER key.

Copying the shape of the active object

1. Set the object from which you want to copy the shape as the active object of the scene.
2. Choose Object | Shape.

In the case of a standard object (not a plan or a linear object), the recovered shape is the
selection polygon in top view and the including rectangle in elevation view.

In the case of a plan or linear object it's the shape that was used to build it.

In the case of a wall pertaining to a sequence of bound walls, the recovered shape is that which
describes the wall sequence.

Copying the shapes of the selected objects


1. Select the objects from which you want to copy the shapes.
2. Choose Shape | Generate | From selection, or click on the icon.

Generating vertical shapes from a horizontal shape (extrusion)

1. If there are several shapes in the scene, select one point of the shape you want to
extrude to be sure it is the active shape.
2. Choose Shape | Generate | Vertical shapes or click on the icon.
The " Bottom " text area represents the altitude of the bottom of the generated vertical
shapes, the "Top" text area, the altitude of the top of the generated vertical shapes and
the "Overflow" text area the thickness of the plane objects which will be placed inside
these shapes (for example tiling).
If a nonnull overflow value is specified, KitchenDraw carries out before the extrusion a
shortening of certain segments of the active shape so that no percussion happens
between plane articles placed inside the vertical shapes resulting from the extrusion.
3. Enter the parameters and validate.

At the end of the operation, a rectangular vertical shape is generated for each horizontal segment
of the active shape.

Caution Only horizontal shapes can be vertically extruded.

3. To edit a shape

The shapes editing functions are described hereafter:

Undoing of the last operation on shapes

• Choose Shape | Cancel, or click on the icon.

Notice This function has only one level; thus, if you run the function twice you will get the
shapes back in their initial state.

Deleting the active shape

1. If there are several shapes in the scene, select one point of the shape which you want to
delete so that it becomes the active shape.
2. Choose Shape | Delete active shape, or click on the icon.
Deleting all the shapes of the scene

• Choose Shape | Delete all shapes, or click on the icon.

Removing selected points of the active shape

1. Select the points you want to remove on a shape.


To see how to select several points of a shape, please refer to the To select points
of a shape section later in this document.
2. Choose Shape | Delete selected points, or click on the icon, or hit the DEL key.

Reverting the active shape

1. If there are several shapes in the scene, select one point of the shape which you want to
revert so that it becomes the active shape.
2. Choose Shape | Revert, or click on the icon.

The first point of the active shape becomes the last, and vice versa.

Looping the active shape

1. If there are several shapes in the scene, select one point of the shape which you want to
loop so that it becomes the active shape.
2. Choose Shape | Loop, or click on the icon.

The last point of the shape is then confused with the first.

Joining two ending segments

1. Select the first or the last point of a shape.


2. In addition, select the first or the last point of another shape.
To see how to select several points of a shape, please refer to the To select points
of a shape section later in this document.

Notice the two selected points can also be the first and the last point of the same
shape.Choose Shape | Join ends, or click on the icon.
Cutting shapes out

1. Select the point of the shape where the cutting should occur.
2. According to the form of cutting, choose:
Shape | Cut out | Rectangle, or click on the icon,
- Or -
Shape | Cut out | Bevel, or click on the icon,
- Or -
Shape | Cut out | Round, or click on the icon,
- Or -
Shape | Cut out | Ellipse, or click on the icon.
3. Enter the parameters required for the cutting:
For a rectangle or bevel cutting, the " Dimension 1 " text area represents the length to be
cut out along the segment before the selected point and the " Dimension 2 " text area ,
the length to be cut out along the segment after the selected point.

For a rounded cutting, the " Radius " text area represents the radius of curvature.

For a rounded or elliptic cutting, the " Segments " text area represents the number of line
segments which must be drawn to simulate the round-off.
4. Click on " OK " or press ENTER to validate.

For an elliptic cutting, the dimensions of the cutting ellipse are defined by the size of the two
segments surrounding the selected point, as well as by the angle they form together. Thus, the
cutting is tangent to these two segments.

Substracting shapes from the active shape

1. Select one point of the shape which you want to cut out so that it becomes the active
shape.
2. Choose Shape | Combine | Substraction, or click on the icon.
Union of all the shapes of the scene

• Choose Shape | Combine | Union, or click on the icon.

Intersection of the active shape with the other shapes

1. Select one point of the shape which you want to cut out so that it becomes the active
shape.
2. Choose Shape | Combine | Intersection, or click on the icon.

Changing the length of a segment

1. Select the end point of the segment for which you want to modify the length.
2. Choose Shape | Modify | Length or click on the icon.
The " Length " text area represents the length of the segment: it is initialized with the
current length of the segment.
The " Move " text area represents the relative length modification to apply to the
segment: it is initialized to zero. A positive value of " Move " involves a lengthening of the
segment and a negative value a shortening.
Notice that a change in one text area causes a dynamic update of the other.
3. Enter, either the new length of the segment in the " Length " text area, or the value of its
lengthening (positive value) or of its shortening (negative value) in the " Move " text area,
then validate.
Changing the angle between two segments

1. Select the point joining the segments for which you want to modify the inside angle.
2. Choose Shape | Modify | Angle or click on the icon.
The " Angle (°)" text area represents the inside angle between the two segments
(expressed in degrees): it is initialized with the current value of the inside angle. The "
Delta (°)" text area represents the angle variation to apply: it is initialized to zero.
Notice that a change in one text area causes a dynamic update of the other.
3. Enter, either the new inside angle in the " Angle (°)" text area, or the value of the angle
variation in the " Delta (°)" text area, then validate.

Changing the angle between two segments using triangulation

1. Select the point joining the segments for which you want to modify the inside angle.
2. Choose Shape | Modify | Angle from triangulation or click on the icon.
The " Dimension 1 " text area (alternatively " Dimension 2") represents a measurement
taken on the segment before (alternatively after) the selected point, and the " Cord " text
area represents the measurement forming a triangle with both others. The measurement
of these three values makes it possible to determine the inside angle between the two
segments joining at the selected point.
3. Enter the three triangulation measurements and validate.

Overflow

1. Select the points defining the consecutive (or not) segments on which to apply an
overflow.

To see how to select several points of a shape, please refer to the To select points
of a shape section later in this document.
2. Choose Shape | Modify | Overflow, or click on the icon.
The " Overflow " text area represents the overflow value expressed in measuring units of
the scene. A positive value causes an overflow in the direction of the appendices
segments, and a negative value, an overflow in the opposite direction.
3. Enter the overflow value, then validate.

This type of overflow causes a modification of the angles if those are not multiples of 90°, as
shown below:

Overflow

Overflow with respect of the angles


1. Select the points defining the segments on which to apply an overflow.
To see how to select several points of a shape, please refer to the To select points
of a shape section later in this document.
2. Choose Shape | Modify | Overflow respecting the angles, or click on the icon.
The " Overflow " text area represents the overflow value expressed in measuring units of
the scene. A positive value causes an overflow in the direction of the appendices
segments, and a negative value, an overflow in the opposite direction.
3. Enter the overflow value, then validate.

This type of overflow preserves the angles before and after the segments where the overflow
applies, as shown below:

Overflow

Generating of a rectangular projection

1. Select the two points defining the segment from which you want to generate a
rectangular projection.

To see how to select several points of a shape, please refer to the To select points
of a shape section later in this document.
2. Choose Shape | Modify | Rectangular projection or click on the icon.
The "Overflow" text area represents the depth of the projection.
3. Enter the value of the overflow, then validate.

Generating of a circular projection

1. Select the two points defining the segment from which you want to generate a circular
projection.

To see how to select several points of a shape, please refer to the To select points
of a shape section later in this document.
2. Choose Shape | Modify | Circular projection or click on the icon.
The " Depth " text area represents the maximum ordinate of the projection and the "
Segments " text area the number of line segments used to draw the arc of circle.
3. Enter the value of the depth and the number of segments to be generated, then validate.

Flat extrusion of the active shape

1. If there are several shapes in the scene, select one point of the shape which you want to
extrude so that it becomes the active shape.
2. Choose Shape | Modify | Flat extrusion or click on the icon.
The " Overflow " text area represents the depth of the extrusion.
3. Enter the value of the overflow, then validate.

Overflow

4. To insert a point into a shape

To insert a point before or after a point of a shape:

1. Select the point of the shape before or after which you want to insert a new point.
2. Press on SHIFT key and hold it down.
3. Place the mouse pointer on the point which you selected at step 1.
4. Click on the left mouse button and hold it down.
5. If you wish to insert the new point before the selected point, move the cursor of the
mouse towards the point preceding the selected point,
- Or -
If you wish to insert the new point after the selected point, move the cursor towards the
point following the selected point.
6. Bring the mouse pointer to the position of the new point,
7. Release the left mouse button,
8. Release the SHIFT key.

5. To select points of a shape

Some shape editing functions require that one or several shape points be selected first.

There are two different ways to select several points of shape: pressing on SHIFT key (multi
selection mode), or stretching a rectangular "lasso" around the points. This last method is
particularly useful when many points located in the same area must be selected, for example the
points of a curved portion.

If there are several shapes in the scene, the last shape from which a point is selected becomes
the active shape.

Selecting a point of a shape

To select only one point of a shape

• Click inside the hollow square which marks its position.

The hollow square is then changed into a full square, thus indicating its selected state.
Notice When you select a point on the shape, the previously selected points lose their selection
state automatically.

Selecting several points of a shape

To select several points of a shape

1. Press on SHIFT key and hold it down. This action puts the software into the multi selection
mode.
2. Click inside the hollow square which marks the position of one of the points which you
want to change the state of selection. If this point was already selected, it loses its
selection state.
3. Repeat step 2 until all the desired points are selected.
4. Release the SHIFT key.

Selecting points of a shape with a «lasso»

To select points of a shape with a "lasso"

1. If you want to preserve the already selected points, press on SHIFT key and hold it down.
2. Place the mouse pointer in a corner of the rectangular "lasso" which you wish to draw.
3. Press the left mouse button and keep it down.
4. Drag the mouse pointer in direction of the opposite corner of the "lasso".
5. The mouse pointer is changed into a selection hand and the " lasso " appears on the
screen as an " elastic " dotted rectangle.
6. Release the left mouse button when the " lasso " completely surrounds the points to be
selected.
7. Repeat steps 2 to 7 until all the desired points are selected (SHIFT key still inserted).
8. Release the SHIFT key if has been inserted at the beginning of the operation.

Notice Only the points of the active shape can be selected with the "lasso"; so, be sure before
stretching the "lasso" that the shape you want to select is the active shape. To do that, just click
on one of its points.

6. Cut a shape in two parts and weld two shape ends

Cut a shape in two parts

To cut a shape in two parts

• Double click inside the square that is located in between two shape segments.

The small square then turns into a bigger square with a small square inside. It shows this point is
now the starting point of a shape and the ending point of another shape.

Weld two shape ends

To weld two shape ends


• Double click inside the square where the two shape ends joint.

After this operation, the two shapes only make one shape.

Notice These functions are usefull for example if you wish to control the grain direction or the
position and orientation of tiles changing the starting point (so the first segment) of a shape. To
do this, you first have to cut the shape where the starting point of the shape should be and then to
weld the shape where the previous starting point was.

7. To use shapes

The drawing of a shape is necessary before executing the following operations:

• To place plan or linear articles,


• To place multiple or cumulated dimensions.

Shapes can also be used to place wall sequences.


Advanced features
Custumizing customer documents

The custumization of customer documents (estimate, purchase order, invoice, etc.) is explained
in a file that you can download. The format of this file is .RTF so that you can open it with many
word processing software (Wordpad for example).

Download WORDDOCENG.RTF (83 Kb)

If you can uncompress .ZIP files, it's better to download the following version:

Download WORDDOCENG.ZIP (12 Kb)


Photorealism

This document shows how simple it is to create superb photorealistic images with KitchenDraw.

If you plan to produce photorealistic images regularly, you can personalize the icon bar so that
the two dedicated icons ( and ) appear in the icon bar.

This document shows how simple it is to create superb photorealistic images with KitchenDraw.

If you plan to produce photorealistic images regularly, you can personalize the icon bar so that
the two dedicated icons ( and ) appear in the icon bar.

1.Features of the "Photorealism"

Compared to the realistic perspectives with shadows and textures, here are the features of
"Photorealism":

• Punctual light sources (electric bulbs) and spots or projectors,


• Soft shadows,
• Transparent and reflective surfaces,
• The smoothing of curved forms.

2.To define the lighting of the scene

Soft shadows, smoothing of the curved forms as well as the effects of transparency or reflexion
are managed automatically by the photorealism engine. You do not have anything to do to benefit
from these new possibilities.

You can also let KitchenDraw carry out the lighting of the scene. You just have to configure the
Photorealism dialog box. This dialog box appears when you choose Setup | Graphic | Final
Photorealism.
If the "Automatic lights" check box in the Lighting area is checked, KitchenDraw automatically
places a punctual light source in the center of the scene during the calculation of a photorealist
image.
If the "Dimming" check box is checked, KitchenDraw automatically attenuates the light and the
contrast of the default directional light source in order to compensate for the light contribution
from the punctual light source in photorealism mode.
Although the automatic lighting carried out by KitchenDraw generally gives good results, you may
wish to control the lighting of the scene completely. Indeed, high quality photorealistic images are
often the fruit of elaborate lighting.
If desired, start by unchecking the "Automatic lights" and "Dimming" boxes of the Photorealism
dialog box mentioned previously in order to inhibit the automatic lighting process.

By default, a scene has only one light source ; the "directional" light source which you can set up
in the View | Light source dialog box.
This light source is represented in the same way in "photorealism" mode. But in this mode, it is
also possible to represent punctual light sources (electric bulbs) or spots. These lights bring a
more realistic lighting to the scene thanks to the colour gradations that they generate on the
objects.
Here are some basic rules to observe to obtain an optimum lighting:

1. Lower the directionnal light and contrast (compared to the values which give good result
in simple realistic perspective). Indeed, if punctual light sources and spots are added to
the scene, you must decrease the contribution of the directional light source to avoid
over-exposure. In the View | Light source dialog box you should set the "light" between
20 and 40 and the "contrast" between 10 and 20.
2. Add one or more punctual light sources. These light sources are objects present in the
final section of the @BASIC FORMS catalog. We advise you to place one punctual light
source for every 9 m² surfaces. Thus, only one punctual light source is enough for a
standard size room. A room of 6 x 3 meters requires two punctual light sources.
3. Notice that KitchenDraw places automatically a projector behind each window or French
window of the scene in order to simulate the sunlight. By default, this projector is facing
the wall but it is possible to direct it differently so that the lights and shadows on the walls
and on the cabinets are as realistic as possible. To do that, select the window or the
French window in question and choose Object | Components. In the list of components
which appears then, check "Sun lighting on the left" or "Sun lighting on the right"
according to the desired effect.

If you are looking for an optimum result, you will probably have to increase or decrease the power
of one or more light sources. That is done simply by selecting the required light sources and
changing their color in the Object | Attributes dialog box.
Once in the Color dialog box you can adjust the power of the lamp with the vertical cursor located
on the right which acts on the "light" parameter ; you can also change the color of the lamp to
obtain special lighting effects.
Take care to choose relatively dark colors for the light sources in order to avoid over-exposing the
views.

3.To view the scene in quick photorealistic perspective mode

• Choose View | Quick photorealistic perspective, or click on the icon.

The calculation of the image can last a few tens of seconds and you can stop it while pressing on
the ESCAPE key.
It is advised to use this type of perspective when altering the lighting of the scene.

4.To view the scene in final photorealistic perspective mode

• Choose View | Final photorealistic perspective, or click on the icon.


The calculation of the image can last a few minutes and you can stop it while pressing on the
ESCAPE key. Its quality level (effects, antialiasing) can be chosen in the dialog box accessible
with the Setup | Graphic | Final Photorealism command (please refer to the section To define
the quality of the final photorealistic perspectives for more details); it is higher in quality than a
quick photorealistic perspective.
You can run this type of perspective at the end of the project, to show the final result to the
customer or before printing the final image.

5.To print the photorealitic perspective displayed on the screen

• Choose File | Print, or click on the icon (as for any other view mode).

A dialog box then appears on the screen to setup the resolution of the image on the printer, i.e.
the number of points (or pixels) horizontally and vertically. The higher the resolution, the clearer
the image. Increasing the resolution also reduces the aliasing effect. On the other hand, an
increase in the resolution results in a significant increase in the computing time.

In this dialog box you have the choice between a resolution that is a multiple of the screen
resolution, or a specific resolution which you indicate in pixels in the "Horizontal" and "Vertical"
text areas. The choice of a specific resolution corresponds to particular cases: imperative control
of the number of pixels, very high resolution (large size outputs) or very low resolution.

The "x1" screen resolution is best because the impression starts very quickly, the calculation of
the image having already been carried out for the image displayed on the screen.
On the other hand, if your print outputs require a higher resolution than the screen resolution,
choose "x1,5", "x2" or "x3". However these choices involve the calculation of a new image and
that this calculation will be longer than the screen image one. For example, the choice "x3" will
produce an image with 9 times more pixels than the screen image.

Click on the " Set default " button if you want your new choices selected by default for future print
outputs.

6.To export the photorealistic perspective displayed on the screen to a file

• Choose File | Export | Image (.BMP, .JPG).

A dialog box then appears on the screen to define the name and the destination directory of the
generated file. The " Bitmap " file format can be .BMP (Windows uncompressed 24 bits format) or
.JPG (JPEG compressed format).
We recommend this last format which is definitely less greedy in memory, even if it degrades a
little bit the image quality.
When you validate this dialog box, another dialog box appears on the screen to define the
resolution of the image to be exported. This dialog box is the same as that which appears when
printing. Please refer to the preceding section to get more details about this dialog box.

7.To define the quality of the final photorealistic perspectives

• Choose Setup | Graphic | Final photorealism.

A dialog box then appears on the screen to allow you to disable certain time consuming
processes.
The "Reflexion" check box allows you to activate or not the reflective surfaces process.
The antialiasing radio buttons allows you to choose the type of antialiasing level. Antialiasing is
recommended to obtain images of good quality. However, you can be satisfied with the "High
quality" level if you find that the time to calculate the final photorealistic perspective is too long.

The settings of the shadows (attenuation and edges softness) applies equally to the quick
photorealistic perspective as to the final photorealistic perspective; it does not have any influence
over the computing time

The "Lighting" area lets you activate the automatic calculation of the scene lighting as seen in
section 2 of this document.

8.Finally, a few tips

1. Use the wireframe or realistic perspectives during the design steps of the project.
2. When you are satisfied with the project as well as the point of view of the perspective,
use the quick photorealistic perspective to debug the lighting. As this phase can require
many tests before obtaining the desired result, we advise you to reduce the size of the
KitchenDraw window before launching the calculation of a perspective; computing time is
proportional to the dimension of the image to be calculated.
3. If your graphics adapter allows it, use a 1024x768 or 1200x1024 view. In this way, the
final photorealistic perspective that you will obtain on the screen will be printed quickly
using the screen resolution " x1 (instantaneous)". To get a correct output quality, set the
KitchenDraw window to occupy the full screen size and choose a "High quality" or "Very
high quality" antialiasing process in the Setup | Graphic | Final Photorealism dialog
box.
Catalog edition with MOBISCRIPT

The creation of furniture catalogs is explained in a file that can be downloaded from this page.

The file being in .RTF format, you can open it with most word processors, including Windows
Wordpad.

Download MOBISCRIPT2ENG.RTF (4.6 Mb)

If you can expand .ZIP files, then it is better to download the following file:

Download MOBISCRIPT2ENG.ZIP (380 Kb)

If all you want to do is adapt and parameterize KitchenDraw's generic KITCHENS &
BATHROOMS catalog to the catalogs you are currently using, here is a method that will allow you
to do it quite easily, and quickly.

How to adapt the generic catalog to my needs?

It is perfectly possible to use the generic KITCHENS & BATHROOMS catalog as it stands.
However, if the size of the cabinets or the height of the plinths of this KITCHENS &
BATHROOMS catalog are not identical to that of the furniture you are working with, you will have
to modify it systematically in your planning. You will also have to adapt to model names, finishes
and to the general make-up of the KITCHENS & BATHROOMS catalog. This will also require you
to enter the price of each item when drawing up estimates, since all prices in the KITCHENS &
BATHROOMS catalog stand at 0.

To avoid having to do this for each plan, you can quite easily create a version of the generic
catalog that better suits your needs. According to the amount of time available to you, you can
adapt it more or less thoroughly. You are not required to go through all the steps described
below,onlt those that suit your needs:

First make a copy of the generic KITCHENS & BATHROOMS catalog

The first thing to do is to make of a copy of the generic KITCHENS & BATHROOMS catalog. It is
this copy that you will then adapt to your needs.

1. Choose Setup | Catalog | Mobiscript to call up the Mobiscript Catalog Editor window.
2. In Mobiscript's menu bar, choose File | Open, then double-click on the KITCHENS &
BATHROOMS catalog to load it.
3. In Mobiscript's menu bar, choose File | Save As, then, in the Information dialog box,
enter a file name for the new catalog (8 characters maximum), a catalog name (which will
appear in the list of catalog names in the Catalogs window), and possibly a code and a
password (if you want to stop anyone else modifying this catalog. You can also change
the applying pricing type if need be.
4. Validate by clicking "OK" or by pressing the ENTER key.
The new catalog name now appears in Mobiscript's title bar.

Adapting the catalog's constants

This operation allows you to adapt the standard sizes and fitting altitudes of the catalog items to
those of the furniture you are using. On its own, this single step makes life so much easier that it
justifies creating a new catalog. This is how to do it:

1. Select "Constants" in the Entity list box in the Mobiscript window.


2. Change the values in the "Value" column so that they match those of your furniture. The
"Origin value" column is a reminder of the original values, and can't be modified.

Each time the value of a constant is changed, the new value is applied to the entire catalog
(sizes, altitudes, drawings, etc.).
If you intend to use KitchenDraw mainly to produce drawings (plans, elevations, perspectives),
you need go no further.

Reorganizing catalog blocks

If you want to have the blocks of the KitchenDraw catalog in the same order as in your paper
catalog, this is how to remove unwanted blocks:

1. Select "Sections" in the Entity list box in the Mobiscript window.


2. By clicking a number of times on the "Add" button to be found at the bottom of the
Mobiscript window, add as many blank lines as you wish to create sections.
3. Fill in each of the blank lines with the name of the section.
4. Then select "Blocks" in the Entity list box in the Mobiscript window
5. In the Mobiscript menu bar, select Catalog | Reorganize.
The dialog box Reorganize is then displayed.
6. In the "Source" area, select the section and then the block you want to move.
7. In the "Destination" area, select the section and then the block before or after which you
want to insert the source block selected at step 6.
8. Click on the "Before" button to insert the source block before the destination block, or on
the "After" button to insert the source block after the destination bloc.
9. Repeat stages 6 to 8 until you have moved all useful blocks to their right places in the
section you have created.
10. Select "Sections" in the Entity option box in the Mobiscript window.
11. Select all the sections you have not created, i.e. the original KITCHENS & BATHROOMS
catalog sections, and delete them using the "Delete" button.

Adding or deleting articles from the catalog

If for example some items in some blocks of the KITCHENS & BATHROOMS catalog are given in
more widths than useful to you and you wish to remove the useless ones, or if you wish to add
items of different sizes, this is how to do it:

1. Select "Items" in the Entity option box in the Mobiscript window.


2. In the option boxes "Section" and "Block", select the relevant section, then the relevant
block. All the items for all the blocks in the catalog are shown, but the item references of
the selected bock are highlighted by a yellow background.
3. If you want to delete items, select the corresponding lines and click on the "Delete" button
to be found at the bottom of the Mobiscript window.
4. If you wish to insert one or several items, select the item before which you want to insert
the item(s), and click on the "Insert" button as many times as you have items to insert.
5. If you wish to add one or several items after the items of the current bloc, click on the
"Add" button as many times as you have items to add.
6. Fill in any blank lines you have created with the item's reference number, its size, the way
the doors open (L or R).

Modifying item references

It can be useful to replace the KITCHENS & BATHROOMS catalog's generic references by the
manufacturer's references. This allows you to find an item in the manufacturer's catalog by simply
keying the corresponding reference number. This also causes the reference number to appear in
any price-related documents, such as estimates, purchases orders, etc.
To modify reference numbers:

1. Select "References" in the Entity option box in the Mobiscript window.


2. Modify the references displayed in the table.
N.B. - Any line whose first cell is highlighted by a yellow background corresponds to
items from the block selected in the "Block" option box to be found above the table, to the
left.

Entering front models

You may want to use manufacturer front model names in the KitchenDraw catalog. This is how to
do it:

1. Select "Front models" in the Entity option box in the Mobiscript window,
2. For each line in the table, replace the generic catalog's Name, Price Column (PC), Code
and Description by the Name, Price Column, Code and Description of a similar
manufacturer model. N.B. - If there is no similar model, delete the line.
3. By clicking several times on the "Add" button to be found at the bottom of the Mobiscript
window, add in as many blank lines as there are models in the manufacturer catalog that
is to be created.
4. Fill in each of these blank lines by entering the Code of a model, its Price Column (PC),
its Name and its detailed Description.
Also copy the script of one of the models to be found earlier in the table (the one closest
to the model to be created).
5. If required, you can change the order in which the models appear through Catalog |
Reorganize. Then proceed as for reorganizing blocks.

Entering model finishes

Models created at the previous stage can be given finishes, i.e. front and cabinet colors,
laminated sides, etc. Models originating from the KITCHENS & BATHROOMS catalog whose
Name, Code, Price Column and Description have just been changed retain their original finishes.
You can modify these, and also remove any useless ones.
Any models you have added have no finishes. You can add these, using the pattern of the
existing models.
Finishes are keyed in after selecting "Model Finishes" in the Entity option box of the Mobiscript
window.

Entering model handles

Model handles are keyed in after selecting "Model Handles" in the Entity option box of the
Mobiscript window.

Once you have selected a model in the "Front models" option box, the handles it can be
associated with appear on a yellow background in the first column.

You can add a handle to the selected model by pressing on the "Add" or "Insert" buttons. You can
remove a handle by selecting the line and pressing the "Delete" button.
Before adding or inserting a handle, do not forget to choose its Type in the "Type" option box.
The "Handle" Type means that the handle fits both doors and drawers, the "Door Handle" Type
means that it fits only doors, the "Drawer Handle" Type means that it fits only drawers.

After having added a blank Handle line, it is easier to fill it in with a copy/paste from an existing
handle line, and then to modify any parameters that are different.

To learn the meaning of the different parameters that define a handle, please use the Mobiscript
Instructions for Use that can be downloaded (see beginning of this page).

Entering item families

Item families are characterized by a set of items that share the same variants (finishes). Cabinets
depending on a model can make up a family, for example. Metal accessories can also make up a
family if they exist in identical colors.
The KITCHENS & BATHROOMS catalog contains about thirty families. Probably not all of them
will be useful for the catalog you are creating, but it doesn't matter: you can keep them.

On the other hand, your catalog may have item families that are not to be found in the generic
KITCHENS & BATHROOMS catalog, such as a family of gloss-finish decorative furniture and a
family of veneered decorative furniture.
In the above example you would have to add two families to the list, by clicking twice on the "Add"
button.
The easiest thing to do is to look for a similar family in the KITCHENS & BATHROOMS catalog's
default families, in the above example the "Decorative Units" family, and to copy its content into
the blank lines created previously.

Once the families have been created, they have to be allocated to the relevant blocks. This is
done in the "Family"column of the table that is displayed when selecting "Blocks" in the Entity
option box. For each block, select the family to which it has to be allocated in the "Family" column
of the option box.

Entering family finishes

The finishes of a family are the colors available for the blocks making up this family.
For the "Decorative Elements" family for example, you could fill in Color 1 for the fronts and
Color 2 for the carcass.
To add a finish to a family:

1. Select "Family Finishes" in the Entity option box of the Mobiscript window.
2. Choose the Family and the Finish Type for which you want to add a color.
3. Modify one of the existing colors or add one by clicking on the "Add" button.
The columns to be found after the "Name" column specify the areas of the family's block
(displayed in the column heading) that can receive a color.
If the color you wish to allocate to an area is not available in the Textures option box, you
will have to make it available first in the table that is displayed when choosing "Textures"
in Mobiscript's Entity option box.
4. If you wish the choice of this finish to give rise to a special price for the relevant items,
check off the box corresponding to this finish in the "Price/Items" column.
For items from the blocks belonging to this family, this will cause a further column to be
displayed, with the name of the finish as a heading, in the table allowing prices to be
entered

Entering item prices

Item prices in the generic KITCHENS & BATHROOMS catalog are naturally set a "0".
Once items have been created and allocated to the right family, they can receive a price, possibly
a price that varies according to model or family finish.
To fill in the prices:

1. Select "Price" in the Entity option box of the Mobiscript window.


2. Fill in the cells of the table. When an item is selected, you can see by the headings of the
columns how many prices have to be filled in, and for which finishes or models.
An item whose price depends on the model must be allocated as many prices as there
are catalog models; an item belonging to another family type must be allocated as many
prices as there are finishes for which the box "Price/Items" is checked off.

When models belong to an identical Price Column, you can copy the column of one of the models
and paste it onto that of the others.
Do take care to first select "Models" in the Display option box, so as to mask any items whose
price is not model-dependent.

Adding blocks

It may be that you do not find in the KITCHENS & BATHROOMS catalog all the blocks of the
catalog you want to create.
With Mobiscript, you can create the missing blocks without having to draw them, simply by writing
little scripts that use the "base parts" of a special catalog that is invisible in KitchenDraw's
planning window, called #BASE.CAT.

You will find all relevant details for creating catalogs with Mobiscript
in the downloadable Instructions for Use at the beginning of this page.
KitchenDraw licence agreement

1. Rights of use

KitchenDraw.com grants to you freely a nonexclusive and provisional using licence of


the KitchenDraw software package (data-processing program, and catalogs) hereafter
called the "SOFTWARE PACKAGE" under the conditions defined below.

2. Modes of use

You are authorized to put the SOFTWARE PACKAGE in network or to use it on more
than one computer at the same time.

3. Duration

This grant of licence is valid for a duration of 30 hours of use of the KitchenDraw
software by computer or computer network. Once these thirty hours of use consumed, i.e.
when the counter located in the title bar of the SOFTWARE PACKAGE reaches zero, the
functions of the SOFTWARE PACKAGE allowing the realization or the modification of
projects in graphic mode will be inhibited. Nevertheless, the visualization of the projects
already carried out will remain possible as well as the creation and the modification of
projects in pricing mode. The continuation of the use of the SOFTWARE PACKAGE
will require a duration extension of the using licence.

4. Duration extension

This grant of provisional licence could be extended from a number of additional hours of
use for a given computer or a given computer network thanks to the payment of royalties.
The amount of the royalties will depend on the number of additional hours of use
required. Once these additional hours of use consumed, i.e. when the counter located in
the title bar of the SOFTWARE PACKAGE reaches zero, the functions of the
SOFTWARE PACKAGE allowing the realization or the modification of projects in
graphic mode will be inhibited. Nevertheless, the visualization of the projects already
carried out will remain possible as well as the creation and the modification of projects in
pricing mode.

5. Royalties

KitchenDraw.com guarantees to the customer that it is holder either of the patrimonial


rights on the SOFTWARE PACKAGE, or of an authorization of the authors of the
SOFTWARE PACKAGE and that it can consequently freely grant the right of use to you
as envisaged at the present general conditions.

The SOFTWARE PACKAGE is protected by the regulations regarding royalties


applicable in France, the provisions of the international treaties, as well as all the other
applicable national legislations. Consequently, you must treat the SOFTWARE
PACKAGE like any other protected product or data and all the other regulations
applicable.
You are however authorized to make a copy of the SOFTWARE PACKAGE.
You cannot in no case reconstitute the logic of the program, decompile, disassemble
completely or partially or modify the SOFTWARE PACKAGE.

6. Diffusion of the SOFTWARE PACKAGE in your entourage

You are authorized to diffuse the SOFTWARE PACKAGE to people of your entourage
who will be able to benefit from this using licence under the same conditions as you. The
diffusion could be done using diskettes or CD-Rom. The communication by your care of
the SOFTWARE PACKAGE to thirds implies that you respect the following principles:

o The SOFTWARE PACKAGE will have to comprise all the constituting files
whose list appears in file README.TXT,
o The diffusion of the SOFTWARE PACKAGE will have to be carried out on a
purely free basis.

7. Absence of responsibility

It is your responsability to check the results that you obtain with the SOFTWARE
PACKAGE at the graphic level (validity of the dimensions, the colors, etc.) and at the
pricing level (validity of the wordings, the prices and calculations of price).

KitchenDraw.com does not assume any responsibility concerning the planning,


pricing or wordings errors which could result from the use of the SOFTWARE
PACKAGE, even if these errors come from errors of treatment or errors in the
catalogs included in the SOFTWARE PACKAGE.

In no case KitchenDraw.com could be considered as responsable for any damage of any


kind, in particular trading loss, loss of data, loss of customers, commercial loss, alteration
of public image or any other financial loss resulting from the use or impossibility of using
the SOFTWARE PACKAGE, even if KitchenDraw.com were prevented of the
possibility of such damage.

In any event, the responsibility of PRAGMA Informatique will not exceed the amount
actually paid by you for the KitchenDraw using licence duration extensions.

8. Law and attribution of competence

The present conditions are subjected to the French law.


Any litigation which would result from the implementation of this agreement will be
exclusive competence of the Versailles commercial court.