i did solve it, yeah - simply pathed the whole xref file (right click max file in xref manager, file>browse) to a dummy one, and then back again to the proper one. God knows what caused the problem in the first place
I have run into this same bug, for what it's worth. Software Renderer should render all the lights in a scene regardless of number - but any light I had instanced wouldnt show up in the render. Curious to see if anyone has solved this.
Have you tried setting the LOD Bias from 0 down to -1 or -2? This should display the highest mip level of the texture in the editor and solve the issue you're seeing. That setting can be found right next to the texture group settings!
Hmm, looks like MOP wins this round, I changed viewcube from perspective to ortho, so it seems to have been solved. but im still weary that it will switch anytime... But Vig as usual everything you said rings true in general...
One of the guys here at work is on dial-up at home. After being forced to d/l the HLDM add-on that is completely useless to him, he figured out how to disable Steam and run HL2 like a normal game. Problem solved.
Ooh. thanks for this info. I wanted to sculpt miniatures years ago, but sculpey seemed to really really need an armature, and I had no clue how I was going to cast them. (I obviously didn't pursue it much) This solves all that.
I got the issue resolved by giving the sides of the straps more UV space. I deffinetly do need to unwrap him again. As far as the supersampling I didnt try that because udjusting the UV's solved the problem. Thanks again yall!
Depending on your eagerness to spend money, I thought Pikmin to be a very fun and refreshing title. It's really awfully short though, maybe Pikmin2 solved some of that, but that I don't know. And the Metroid Primes. Very good games, both of 'm.
Our studio has no strict software requirements. We use Max and Blender primarily though. I'm quite tempted to put a couple of weekends into developing a tool to solve for this purpose though - I think I can write something basic pretty quickly.
Not sure where to post a bug report so ill try here, In a texture project hovering over opacity or trying to use it will result in a crash if the texture project has no input maps or the input maps are transparent. Update: updating to the latest graphics drivers solved the issue