The confusing disconnect is that you don't have to apply the textures in Blender (or any program)! You just need a material with a NAME that matches the texture files you're using (If I understand correctly, it does not matter at all the look of that material inside of Blender), but you do need to have UV mapped the object so that the texture files know how to apply themselves.
Hope this helps understand a bit. Its confusing I know.
[my opinion throughout]Ahhh I think that's where I've been going wrong.. I've been making a material with different textures name test_bc etc.. I want to name the material after the file names.. I'll try now.. thanks guys.
so does each of my png files have their own material name in blender?
Cheers.. I'm sorry for sounding stupid.
Something just isn't working properly.. possibly my png files are incorrect.. I have no idea but it's wrecking my head..
I've tried what you said, but I still end up with a white object in planet coaster..
I'll try again in a few days.. thanks again.
I've tried all sorts of sizes, always in 2s as it says on the user guide.
I thought I'd just go with the most basic of basic zip files to start, so I had icon.png, XX_bc.png and then the fbx file.
The toolkit is passing the zip, no errors and the model its self is perfect, it's just white.