While merging face select and edit mode seems to have caused some wailing and gnashing of teeth here and there, I’m generally much preferring it (probably because I’m still pretty new to Blender).
What does have me stumped though is where all of the “specials” options went. These are the ones you used to get to by selecting faces in face select mode and pushing “W” (like turning on off light / collisions / textures / visibilty / two side etc).
If I push F in 2.46 it helpfully tells me that face select mode was removed (cool :)) and that edit mode now lets me do UV editing (cool :D) but makes no mention of these other options (uh, not so cool :no:).
It’s mainly the ability to turn collision detection off that I need. I’m aware of actor -> ghost but whilst ghost objects allow actors to pass through them, they still trigger sensors, which is causing me problems.
I also like the idea of optimising it so the engine is only calculating what it needs.
Speaking of copy draw button, how do you get shading in the real time window now? I can’t find a way. How are you guys getting light shading? I haven’t been using the game engine, but I’m doing low poly work and I can’t use the renderer because it gives a false image. Also, as long as I’m here. I get 20 frames per second in the game engine when I click on play, is that normal?
EDIT: It only works if you have a texture assigned to the faces… otherwise it won’t copy the texture face settings to other faces… by selecting active transp.
The devs are rather wrongly assuming that you’d only want to be able to access the texture face menu options if you have an image to map. I mean hey, it’s not like you’d ever want to have a cube with a solid colour in the game engine and want to be able to change the texture face options without having a map attached—
–>and why do I have to unwrap the objects UV in order to even see the texture face menu? was this by design or is it a bug?