erm, so I open the scene to show the problem and its selecting the vertices and showing the manipulator just fine...... I guess that it's just a bit glitchy, it isn't running on the best laptop ever exactly. Thanks for offering the help Kodde, I will slink away quietly and hope that no-one else noticed :)
Hm. I've had wrist pain for a while now. Perhaps I should get it checked out. I've heard talk of a pistol grip typedmouse that allows your hand to remain in a vertical position rtaher than the normal, RSI inducing horizontal style. Has anyone tried these out. are they worth it?
Not sure what you mean with #3, but for quickies i usually just offset half the texture vertically, copy a part of the texture, paste that over the seam and use the eraser to blend it with the rest (maybe using the clone stamp tool to remove the "obvious" spots which don't tile well). Repeat horizontally.
See it positiv. Max gives you the control from which direction it casts the normals. If you don't want to use that feature you can just move the cage-vertices along their normals or uncheck the checkbox for the cage alltogether. Unless you were ironic of course, english is obviously not my mothertongue.
not sure if that's just the tech i get to work with but if i have uv borders at all kinds of crazy angles, i tend to get more or less noticeable normal map seams on the asset. i found it best to have somewhat straight horizontally or vertically aligned uv borders to work around that.
1. did you weld the vertices? 2. are the planes on the same smoothing group? 3. did you nudge the islands in the lightmap UV a few pixels away from each other where they are split? (again the thing i posted a link to in your UC thread) 4. why is there a ngon on top?
wii allows like 8 or 16 multi-textures in single pass (similar to GC), so its more a question of someone adding it to the engine. I think if there is no hw support for multitexture, one should try to go the vertex lighting route, a few vertices more will be not as bad as a full second pass...
Snap to screen sounds like it simply takes the depth value from the Z buffer when you move a vertex around. I.e. you model your cage normally but the vertices always stay on the surface of the reference mesh so you don't have to manually adjust them until they are on the surface.
I have tried this tool and yes it fix the max default cut tool. So there is no half splited edges or unprecision resulting in vertices I’m the middle of nowhere. I approve that tool ! It should replace totally the default cut tool or default paint connect tool.
Far Cry gameplay vid looks awesome. Love the enviroments and glad its more vertical (in mountains). Reminds me of far cry 1 and hopefully that means the hang gliders will actually be useful again. They didnt really go very far in the desert,etc ;P