my question:
would it be more performance heavy for later if i used LibNew to make new Meshes for all the plates and scaled their UV? (later being: when the loading screen is gone and you walk around)
Or
would it be better to just leave it at many plates (not merged)?
(not considering that now i know another way of doing it - with nodes)
yes i know there are no textures on the plates yet, but in case i want to add textures later (which would make it look a lot better i think) i want to do this
Do the addition before the Mapping node. Then you can move it anywhere in UVSpace.
And currently, to my disappointment, you can’t use object alpha in the node editor.
Hint: you can use splitRGB to access the individual channels of a vector. u=red v=green
Also, with that few verts, it really doesn’t matter if you merge them or not. You can successfully push nearly a million verts for the graphical side without too many issues. Physics, yeah, you’ll need a lot less than that. Limited dissolve may be your friend here…
Is your material animated or is this just a work around to avoid having to go through and manually adjust all your UVs in blender?
I recommend only using this method for animated textures as it has quite high overhead.
I use it for switching colors of units in game, or animating water in rivers.
Looks like may have a script that automagically links objects in the same group with rigid body joints in a sensible way. From memory he has developed some quite advanced tools both in BPY and BGE.