UrbanFootprint enables you to easily create and edit land use components and types. Land use types are structured in a clear hierarchy. The focus of type creation is on components; they drive the characteristics of the paintable types (buildings and places). The paintable types can be thought of as management layers for components, allowing blending and painting at different scales.
Figure 1. Hierarchy for creating and editing components and types
Creating New Components and Types
When creating new components and/or types, you have two options: create one from scratch or make a copy of an existing one (SAVE AS). Creating a copy can be useful for quickly creating a new type because it gives you a baseline.
Editing Components and Types
You can only edit types that have not been used to paint. Components and types that have been used to create types that have been painted with cannot be edited. You also cannot paint with types that exist in your project’s base canvas (depiction of existing land use). Once either a component or type is in use, you must SAVE AS (create a copy) to “edit” it.
Editing a component that has been used to create a building or block type will have ripple effects, changing the attributes of any associated types. There are three ways to edit a type: modify the proportions (weights) of its constituent parts (components or types), edit the attributes of its constituent parts directly, or a combination of these methods. Pay special attention when editing a component or type that has been used to build multiple types — this will affect the attributes of all its associated types.