Difference between revisions of "FAQ"

From MoiWiki
Jump to navigationJump to search
Line 3: Line 3:
 
== Q: What about a Mac or Linux version? ==
 
== Q: What about a Mac or Linux version? ==
  
Stuff about why there is no mac version.
+
I have heard from quite a lot of people wanting a Mac version of MoI, so I don't have any doubt that there is a demand for it. It would actually be a really nice fit as well since MoI's UI would just fit in well on a Mac.
  
 +
If it was easy to produce a Mac or Linux version, I would certainly do it!
 +
 +
Unfortunately it is very much the opposite of that, it would involve a huge amount of work, maybe something like a year (or easily even more) of working full time just on that alone. It will take quite a while before I will be able to gather up that much time.
 +
 +
Choosing between that and adding a year's worth of modeling features to MoI, right now I have prioritized working on modeling features and adding new functionality instead of porting.
 +
 +
So currently there is no plan to have a Mac or Linux native version out anytime soon.
 +
 +
One thing that may happen sooner than a full port would be some changes to the display system to enable running under an emulation system like Parallels (currently this doesn't work because Parallels does not emulate the Direct3D system well enough). It's still a fair amount of work to do that so I'm not sure when that will happen but it is much less work compared to a full port.
 +
 +
One last note - if you have one of the newer Intel-based Macs, you can use Apple's Boot Camp system to install Windows on your machine, and when you start your computer you will have an option to use either Windows or Mac OS. Booting to Windows in this way will run MoI fine because you are just running Windows directly in that case, not under an emulation system.
  
  

Revision as of 18:47, 15 November 2007

Frequently Asked Questions

Q: What about a Mac or Linux version?

I have heard from quite a lot of people wanting a Mac version of MoI, so I don't have any doubt that there is a demand for it. It would actually be a really nice fit as well since MoI's UI would just fit in well on a Mac.

If it was easy to produce a Mac or Linux version, I would certainly do it!

Unfortunately it is very much the opposite of that, it would involve a huge amount of work, maybe something like a year (or easily even more) of working full time just on that alone. It will take quite a while before I will be able to gather up that much time.

Choosing between that and adding a year's worth of modeling features to MoI, right now I have prioritized working on modeling features and adding new functionality instead of porting.

So currently there is no plan to have a Mac or Linux native version out anytime soon.

One thing that may happen sooner than a full port would be some changes to the display system to enable running under an emulation system like Parallels (currently this doesn't work because Parallels does not emulate the Direct3D system well enough). It's still a fair amount of work to do that so I'm not sure when that will happen but it is much less work compared to a full port.

One last note - if you have one of the newer Intel-based Macs, you can use Apple's Boot Camp system to install Windows on your machine, and when you start your computer you will have an option to use either Windows or Mac OS. Booting to Windows in this way will run MoI fine because you are just running Windows directly in that case, not under an emulation system.


Q: Why can I export to .obj format, but cannot read .obj format into MoI?

MoI is focused on modeling using NURBS objects, there is not any way to open polygon mesh files (for example, .obj, .lwo, .3ds, or .stl files) into MoI directly, since those formats contain a different type of data than the smooth curves and surfaces that MoI operates on.


Q: Why does show points work for some objects but not others?

Trimmed surfaces, etc...


Q: Why do I get shading errors when exporting to some programs?

Try unwelding, some programs cannot deal with the full OBJ per-face data.