Frits wrote:1. When I press the shadeles button for a material, the shadow of the avatar is still visible. How else can I make the shadow disapear?
Hmm, no idea -- the shadeless button disables shading, not shadows, as you figured. There is a "shadow" button in the shaders tab, but I don't believe we are using that one for anything. The one way I know of, is to add a softvolume ( Add -> PyPRP Soft volumes, basically any convex polyhedron, with the "type: svconvex" property ) -- while you are inside the softvolume, you will only cast shadows from light sources that are also inside it, or so I recall the matter... That doesn't help, though, if you have two surfaces out in clear daylight, one of which should receive shadows and one that shouldn't.
2. When I press the Double Sided button for a grid, it is not textured double sided, is this because the UV mapping and the way the normals are situated?
Unless I'm completely mistaken, you set this on a per-face basis, in edit mode. Pick a face and look among the Edit buttons for the "Texture face" tab, which should contain a "twoside" button, as well as a "shared" one, which makes the same texture go on both sides. Only the one currently active face is set when you do this -- before UV-select mode got integrated into edit mode, there used to be a button for copying the flags for the active face to all other selected ones, but I can't see the button now and have found no other way to do it - if you notice one, please do tell. :)
I tried to set the Zoffset (from water and rocks) to different values, did not help.
Apparently the whole Zoffest thing changed in the latest pyPRP release, as explained here:
viewtopic.php?f=59&t=1977&st=0&sk=t&sd=a&start=30#p21271I can't say I understand much of what it says, but the passindex property applies to objects, as opposed to materials and you could try using it ( Object pane -> Object and links panel ) on your stones, in the same way you previously did ZOffs and see whether that does anything...