the boxbrush used to keep the texture unstretched even if you made a box longer. In 4.12 something has changed. It looks like it used to tile and now it doesn’t. How can this be fixed?
Is it better performance wise to make modular structures rather than importing the entire structure?
1: are you scaling the brush, or increasing the size of it under the properties? if you’re scaling it you will get stretching. have you rebuilt the geometry? pics plz.
2: yes. culling meshes that aren’t in view will vastly improve performance. bear in mind though that if you have a lot (like, hundreds/thousands) then you will run in to draw call performance issues.
I started building a level with 4.10 and I was off of it for a couple of months.
I wonder if I was using properties before instead of the scale.
I’ll have to check on that when I get home.
RE: culling
Is there any point at which a single massive object would be better than modding?
I’m specifically dealing with buildings so the number of faces would be relatively low either way.
It’s a balance you have to maintain.
With large single-objects, you have more polygons being drawn when they dont need to, so you run in to a GPU bottleneck on low-end systems.
With lots of smaller objects, you have more draw calls for those objects so you run in to a CPU bottleneck that isn’t nearly as forgiving.
So lean more towards single-objects, but dont go over-board with it
Also the problem with the stretching was what you said.
I should have been resizing by using the brush settings fields instead of the scaling features.
(just saying the problem and solution in case someone else makes the same mistake. )