Missing texture - What did I wrong?

Hi there,
I really hope that someone can help me.

I tried to create a brick wall via Blender. The result:

I wanted that one:


And got that one:



In Blender I created a wall (using the cube). I switched the option from >Object Mode to >Edit Mode where I choose the option >Unwrap. I gave the object the simple name "Brick_L0".
Next I added a material (Material_01), followed by adding textures (Material_01_Brick_BC, ..._NM and ..._NG).
Now I dublicated the object 5x (L0= - L5). Due to the fact that the wall has less than 64 polygons I didn't changed the LODs.
Last but not least, I added a further cube and placed it around the wall. In >Material >Transparency I choose "Z Transpareny" where I changed the >Alpha to zero. This cube got the name "Hitcheck_Brick".

Together with the png-textures and the icon I put the file in a zip-file and uploaded it.

So, does someone know what I did wrong?

Thx for your help!!! :D
 
Hi there,
I really hope that someone can help me.

I tried to create a brick wall via Blender. The result:

I wanted that one:
[url]https://s15.directupload.net/images/181123/hhyv3v9x.png[/URL]

And got that one:
[url]https://s15.directupload.net/images/181123/ojk8wequ.jpg[/URL]


In Blender I created a wall (using the cube). I switched the option from >Object Mode to >Edit Mode where I choose the option >Unwrap. I gave the object the simple name "Brick_L0".
Next I added a material (Material_01), followed by adding textures (Material_01_Brick_BC, ..._NM and ..._NG).
Now I dublicated the object 5x (L0= - L5). Due to the fact that the wall has less than 64 polygons I didn't changed the LODs.
Last but not least, I added a further cube and placed it around the wall. In >Material >Transparency I choose "Z Transpareny" where I changed the >Alpha to zero. This cube got the name "Hitcheck_Brick".

Together with the png-textures and the icon I put the file in a zip-file and uploaded it.

So, does someone know what I did wrong?

Thx for your help!!! :D

If your Material name in Blender is "Material_01", then the png in the zip must be named "Material_01_BC" , etc... and not "Material_01_Brick_BC"

You don't need to have textures in Blender, a simple Material with no node works just fine. The textures only need to be in the zip file as a png format with the name of the material.
 
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Thanks for your tipp @Castaway!

Now, I can see the texture in the game. But the wall (or just the texture?) is on the side... It's really tricky ;)

 
I used the preset parameters. As far as I know, it is Y = forward, Z = up. Right? I'm not sure, if Blender did export my model with these parameters. I think so.

I now try it by changing the texture in the UV-Image editor. I hope it works.

By the way,- I am very impressed about your great egyptain wall pieces and columns.! ;)
 
I have no idea what I did wrong. Why is my wall (or just the texture?) on the side? See the image above.

Here is what I did when I started to create the wall:

1.) I just chose a simple cube.
1.jpg

2.) In >Unique System I changed the Length from "None" to "Metric" and changed the "Dimensionen" (4x4x0,375m)
to get the standard wall size.
2.jpg 3.jpg

That's it. After doing these steps I begun to create the materials etc.
 
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Hi guys,

Here's the latest result of my work. New model, new probs :(

Fail1.jpgfail2.jpg

I added castaways Egyptain wall to compare it with my brick wall.
As you can see there's a light refection on the wall. I have no idea why it is. The good point is that the light doesn't shine through the wall anymore! Hurra! ;) The bad point is, that the texture on the back side is shown rotated by 90°. Even the in-game axis are shown upside down.

Well, that's the way I went to get this model:

1. I selected a cube and named it BrickWallTest
2. Unit Presets = centimetres, Length = metric
3. >Transform
>Scale: x,y,z has been changed to 100x
>Dimensions: x 4m, y 4m, z 0,375m
>Rotation: x = -90° y= 180° z= 0
4. >Rotation & Scale = Rotation back to zero
5. >Edit Mode > "U" >Unwrap
6. >Material: Renamed, Intensity=0, Hardness=5
7. Model has been duplicated 5x (L0-L5)
8. >File >Export >FBX >Version to 6.1 ASCII and z Forward to Y Forward.
 
Everything on your lists seems to be correct up until the last few where a few questions pop up:

5. Did you go into "UV/Image editor" where your UV-maps are showing and have you compared how the vertices and edges are applied in response to your model? Are you happy with what your model looks like in Blender, using your textures? Blender is the ultimate preview for your projects, make sure you are satisfied with how your models are textured before moving on.

6. I don't think you need to worry about intensity or hardness at all on material. They are not related to the effects in Planet Coaster.

8. In the ASCII export, did you mean Z-forward and Y-up? Cause that would be the correct version.
 
Everything on your lists seems to be correct up until the last few where a few questions pop up:

5. Did you go into "UV/Image editor" where your UV-maps are showing and have you compared how the vertices and edges are applied in response to your model? Are you happy with what your model looks like in Blender, using your textures? Blender is the ultimate preview for your projects, make sure you are satisfied with how your models are textured before moving on.

6. I don't think you need to worry about intensity or hardness at all on material. They are not related to the effects in Planet Coaster.

8. In the ASCII export, did you mean Z-forward and Y-up? Cause that would be the correct version.

First: Thx very much for your answer and your help! ;)

To 5. No, I didn't checked it, but I will do it now!!!
To 6. Ok, I thought these options effects to my model in the game.
To 7. I meant I changed the option "Forward" which was set by "-z forward" to " y forward". The "up" option is changing automatically.

Anyway, now I'm gonna check the UV maps in the UV/Image editor.
 
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