Image texture not shown, please help!!

Ok, so for my Disneyland Paris recreation I decided to build the Pirates of the Caribbean sign.
To do this I used Blender 2.8. After a LOT of trouble I finally managed to get my own model into the game, but...
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...only an empty white model. Now for this I used a texture image, which I also included in the zip with the right "_BC" tag.
I also checked the model before submitting it to toolkit. It seems to look as it should be:

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I've check anything I can think of; the LODs + right naming, all required files for the model, anything. I've NO idea where to look for now.
I'm quite angry because I've spent a lot of time on something that doesn't work and I don't know how to fix it.

So any help will be appreciated!!
 
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To help us understand your issue further you could provide screenshots of the following:

  • Folder setup in the zip-file
  • Setup in blender under "All Scenes" (where you find your objects and materials listed under one another etc)
Also, let us know if you export through 6.1 ASCII or 7.4 Binary, as I have found that choosing one or the other can make texturing appearing in-game vary.

One or a few tricks you should try are as follows:
  1. Double check that all your textures (.pngs) match their respective name of material in the blender file. Such as "Texture_BC" (png-file) is assigned correctly to the material named "Texture". This means that capitalization of letters and such must match 100%, no exceptions.
  2. See if you have any undeleted materials in your blender file, those things can cause corruption when assigning textures in the TMT.
  3. Have a look at your UV-maps in blender to see that they are correctly assigned (although this is unlikely your issue).
Furthermore, I'd like to let you know issues like these are more appreciated in the 'Help & Guides' section of the TMT-forums. Link to there below:

https://forums.planetcoaster.com/forums/thememakers-toolkit-guides-help/

Best of luck,
Delgus
 

Joël

Volunteer Moderator
I have moved this thread to the Thememaker’s Toolkit > Help & Guides forum.

Best of luck! :)
 
To help us understand your issue further you could provide screenshots of the following:

  • Folder setup in the zip-file
  • Setup in blender under "All Scenes" (where you find your objects and materials listed under one another etc)
Also, let us know if you export through 6.1 ASCII or 7.4 Binary, as I have found that choosing one or the other can make texturing appearing in-game vary.

One or a few tricks you should try are as follows:
  1. Double check that all your textures (.pngs) match their respective name of material in the blender file. Such as "Texture_BC" (png-file) is assigned correctly to the material named "Texture". This means that capitalization of letters and such must match 100%, no exceptions.
  2. See if you have any undeleted materials in your blender file, those things can cause corruption when assigning textures in the TMT.
  3. Have a look at your UV-maps in blender to see that they are correctly assigned (although this is unlikely your issue).
Furthermore, I'd like to let you know issues like these are more appreciated in the 'Help & Guides' section of the TMT-forums. Link to there below:

https://forums.planetcoaster.com/forums/thememakers-toolkit-guides-help/

Best of luck,
Delgus
Thanks for getting back to me! You have to know that I'm a complete noob when it comes to creating/exporting something in Blender 2.8. So forgive me if I ask how to export something in 6.1 ASCII or 7.4 Binary? I made some screenshots of the setup before/during exporting, not sure if that has any value. Also I made a screenshot of the folder setup like you asked to.
 

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Hello again,

I'm not all too familiar with 2.8 blender since it's new so bare with me. First thing I noticed is that the 6.1 ASCII & 7.4 Binary were available options in the 2.79 blender version as I'm not finding them in 2.8.

But considering you've already provided a screenshot of your object in planet coaster that's not the main problem, cause texturing is. Well, this is what I could make of the screenshots you gave me:

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The light blue underlines your LODs, they're the name of your mesh/object and they look exactly as they should. Six different ones all ending with L(0-5), so no issues there.

The light green underlines your models (its vertices in BLENDER), so they dont have to be named specifically for it to work in planet coaster. Might save you time not to name those. So you can ignore those kinda hehe.

The red underlines your material, and this is where things get weird:
  • Only one material in blender should be connected to all of your LODs. Which means you should only have one material, not six different ones for every other LOD.
  • The material doesn't have to be named after your LOD object either. It can just simply be called PotC_textures.
  • When you have created a material in blender, it will be saved on that specific project file. So when you go from your first LOD (that is PotC_L0) and click on your next LOD (which would be PotC_L1) you can simply just add the previous material to that specific mesh/object through the material section.
  • A quick shortcut to copy your first LOD is to simply SHIFT+D your first LOD when in object mode in Blender. It will create another mesh/object that is a duplicate of the mesh/object which will then also have the material bound to it that you created for your first LOD. Then simply just name your duplicate to L1, L2, and so on.
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In this section we'll talk about your setup:

The light blue circle is your icon.png which looks correct.

The light green circle is your fbx-file which looks correct.

The red circle are your flexicolor maps I assume. These will not work. There are a few guides out there to help you with that. Mainly they have to be black and white to help the TMT-converter know what part of the texture that is going to be recolorable (White areas being the recolorable part and the black not being recolorable).

The orange circle is your base texture, and here is where I see why it doesn't work:
  • Your base texture is named "PotC_textures" with the _BC ending it. While I also noticed that in the blender file your material is named "PotC_L0", "PotC_L1" and so on. As you are supposed to only have one material for each texture for each fbx-file they should be named the same.
  • The texture "PotC_textures_BC" can only be linked with the material in Blender if the material in Blender is named "PotC_textures" aswell.
  • Also, if you wish to use flexicolor maps, they also have to be named "PotC_textures_F1" and "PotC_textures_F2" to be connected to the mesh/object aswell.
Hope this gives some insight to this very complicated process,
Delgus
 
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Thanks so much for your time again. So I've made some changes based on what you told me. First of all I removed Materials in all LOD's except for L0, which I renamed into PotC_textures_BC, same goes for Context Material (See screenshots). So far I wasn't able to figure out how to connect the flexicolours in mesh/object, as there isn't really a tutorial of how to create flexicolour maps with Blender 2.8. During the uploading in Toolkit it gave me an error message in which it explained that materials are missing. I also made some screenshots of the folder setup, same for the Toolkit setup and error message (I probable made a mess in it, but hopefully it'll be clear for you ;)).

Kind regards,
J
 

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Heya,

So the issue is still with your material. I've set up an example below how it will work in 2.8:

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1. Notice how for all the different LODs (L0-L5) they are all using the same material (which is named texture). This is why you recieved your error message in the Toolkit uploading, because you removed the material from all LODs but the first one. You MUST have the material connected to every single LOD, but only using ONE material.

2. To apply the material that you have for your first LOD (L0) just click on the jade-green vertices symbol on your next five LODs (L1-L5) to open up the option to apply material.

3. Click on the material symbol in the material section to find the existing materials in your blender file. Find the one you created for your first LOD (L0). In this case it's the one I named "texture" as you can see. The just select it in the section below.

Now you have applied your material from your L0-mesh to your L1-mesh. Repeat with the following LODs.

Below is the collection of files I used in the creation process:

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Below is the setup in the zip-file:

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Notice one crucial thing is that my texture files are using their suffixes (BC, NM & RN) separately from the material name in the blender file. I did notice that you have named your material in blender to "PotC_textures_BC". You should NOT have the suffix "_BC" in your material name, it should ONLY be named "PotC_textures" for it to be connected to your textures.

And voila!

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Since Blender was just recently updated I'm still struggling with how the shading works and how to correctly adjust the angle/rotation of the object, but it will be learnt in time. Let me know if you got it to work this time around.

Delgus
 
Hey there!

You know that feeling that you want to throw your computer out of the window? I'm having that right now 😓.
So after some changes according to what I understood, my blender setup now looks like this:

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I'm still figuring out how to make an RN and NM file, with the texture I made. Meanwhile I'm getting this message from toolkit (I couldn't resist to try it with the zip-file containing the files like shown in the image above):
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Unce again I appreciate it so much that you spend the time to help me out, but maybe it might be a good idea to take a look into your blender-file on my own computer. Could you please share your example files? :) Tnx again!
 
So hello again!

Quite instantly I noticed that you have applied unique materials to all of your LODs again, this is what I said would not work earlier.

I've shared all the files on dropbox. Just click the link below to access them:


If you are curious about looking into more complicated designs to download aswell, Planet Coaster have provided three different examples aswell. Link to that below:

https://thememakers-toolkit.planetcoaster.com/user-guide/example-scenes

Apart from that. The error message you recieved at the end there is because of your texture sizes. It explicitly says in the guide (and in your error message) that you can only use textures with dimensions with multiples of four. Which means they can only be 4x4x4x4x4x4... pixels of size. Examples of sizes below:

4x4 pixels
16x16 pixels
32x32 pixels
64x64 pixels
128x128 pixels
256x256 pixels
512x512 pixels
1028x1028 pixels
2056x2056 pixels

Other varying formats can be:

64x128 pixels
64x256 pixels
256x512 pixels

...and so on.

Also, unless you have read anything from the other thread I made about Blender 2.8, is that you should be using 2.79 instead since TMT is not really up to date with the new version of Blender at the moment.

Delgus
 
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