Are you talking about a terrain mesh? or a mesh build in an external application and imported into unity. If its the latter, you can select all of the parts or even just the parent object and click static, and it should ask if you want to also apply it to the rest of the childen objects.
yes, but that created shape will not be connected well. it will be a lot of splines, but not really a net. because max cannot handle more than to lines connnecting at one knot. maybe you could select those edges that are orange in the blender screenshot and chamfer them. then delete the center pieces...
I know I had a problem with baking normals in Blender once, the problem was that I had scaled the object (which is a no no in blender for some reason) and to fix it you need to reset the scale proportions by selecting the object and hitting alt-a to reset it. Then the green in the bake should go.
Super Happy Cow: That was in a period where there weren't very many multiplayer games. Now you have a huge selection of multiplayer-only games, so unless this would draw a huge, sustainable crowd, it's just a waste of money and detracts from the single-player experience.
Does it happen with light-tracer or mental-ray only? Mental Ray needs (in some cases of Max) a hidden mesh (select all faces in sub-object and 'hide'). If you have time, try xNormal, always a good way to proof test any bakes.
Under "Game Mode" in the level select screen you can change Story mode to Endless mode. If you own OMD1, there is also a Classic mode (which has the popular levels from OMD1). We'll have another new mode planned soon too.
New version out since a while back, 0.3.5.1 From 0.3.5 to 0.3.5.1 -Roughness now properly gamma correct for reflections. -Minor improvement in mip-map selection formula for reflections. As always, you can get the shader here: http://www.kostas.se/?p=30
You can spin just an edge - doesn't have to be a pair of polys. Just select the edge you want to spin and run the same command. It shouldn't mess with the UVs unless it's a border. I've got it bound to v... but I can't remember if that's standard any more.
Same issue here however in Maya 2013, since I bought GTX 570 my framerate is really dropping down, even selecting a highpoly (preview) mesh takes at least 10 seconds (argghhh) My system: CPU: Q6600 2.4, 6GB RAM
I just bake stuff out in xNormal, zbrush interface and workflow is just too batshit crazy and convoluted sometimes. In xNormal select the "bake hi poly vertex colors" map, and also make sure that "ignore vertex colors" is unchecked on your hipoly mesh.