Great to hear you got it sorted out! At least in my case I had the issue even if the suite was installed in the default location which is also why it wasn't obvious to suspect UAC would play foul. Always check and then double-check :)
dont use jpegs, use tga or png, make sure to check your compression texture settings. Your normal map compression gotta be nmap compression, not default. Check for the resolution settings too. Might be less than your source file.
The directional light rotates and the skybox uses light vectors to draw the sun at the relative location (and the moon at an opposite). Check out the UDN if you're not sure, there's plenty of info on matinee and parameters, etc. It's a similar setup do the default UDK skybox with the moveable sun.
I use wordpress, and made my own theme, because I didn't want a lot of the extra fluff that came with the default ones. I have a lightbox plugin, a plugin for modifying post order by dragging and dropping, and a stats plugin called slimstat.
Thanks rumblesushi. For UVing, I just used a mixture of Blender's default ABF and LSCM algorithms. They're very fast, both for organics, as well as hard surface. The big pain in the ass was all the rigging, but even still that only took about an hour.
I agree that standardisation is something they should work on, either default or as an option. For instance shift-clicking to make a line, rather than using a seperate line tool... this isn't just Photoshop, a LOT of software uses this, including even 3d painting software.
I'd recommend it. Combining it with some clean up in your 3d package of choice and it can be a very powerful tool. For hard surface models however, I find you can get pretty great results with 3ds max's default UVing tools.
Looks like you might have modified the main MODO toolbar in an earlier version and carried the changes over to 901. Or using a kit/config that's done the same thing. I suspect that's overriding the proper default toolbar with all the new settings in :P
Thanks a lot, man! It might be a little unexpected, but those are rendered with default scanline renderer=) Firstly because the games' Normal Map tangent base is the same as scanlines'. And secondly the engine is still in the works and I haven't seen transparency support in it just yet.
I have the same problem and it is driving me fucking crazy, especially since I need to send highres images to clients asap. I kept it on D drive, tried cloning to the default mydocuments area to see if that worked, still no go. blah