![avatar](./uploads/avatars/avatar_4.png?dateline=1468954767)
Shoutbox archive
![avatar](./uploads/avatars/avatar_4.png?dateline=1468954767)
![avatar](./uploads/avatars/avatar_5.png?dateline=1488194847)
I can confirm that. Maybe it checks power level too slow while selecting the object?
![avatar](./uploads/avatars/avatar_6.png?dateline=1473632469)
I noticed bug in PowerPlant and PowerStation UI, after clicking on it, power bar in UI turns full red on short period of time. Doesn't happen on model texture.
![avatar](./uploads/avatars/avatar_42.png?dateline=1456408970)
You can make vertex groups in object data. You select vertices that make up your part and assign them to a group. You can then use vertex group to select all vertices in it.
![avatar](./uploads/avatars/avatar_42.png?dateline=1456408970)
You can merge them very easily. But it is easier when you make vertex groups when you add new "separate" parts.
![avatar](./uploads/avatars/avatar_5.png?dateline=1488194847)
There's the problem, some @tomangelo 's models have separate meshes in BLEND files.
![avatar](./uploads/avatars/avatar_42.png?dateline=1456408970)
I made it work. There are parts with redundant tesselation. Too many vertices.
![avatar](./uploads/avatars/avatar_42.png?dateline=1456408970)
That's pointless. All you had to do is define one such texture, then just reuse it in each material.
![avatar](./uploads/avatars/avatar_6.png?dateline=1473632469)
Well, I just added Dirt [variable] to each, Blender added these 00x suffixes itself.