Hello:
Nicely detailed model !
FYI: This is not intended to digress from exploration of ways to make the MCX Texture Converter Tool more robust; rather, it is to offer additional ideas.
The UVW mapping method that Sketchup is notorious for when allowing
ex: "projected" textures to be "cloned" onto Faces with the same planar orientation can sometimes be a 'problem' when processed by
non-Sketchup and/or other "
industry standard" 3D modeling applications and conversion utility software.
Most
non-Sketchup and/or other "industry standard" 3D modeling applications and conversion utility software expects 'explicit' UVW mapping of textures to the Edges / vertices of Faces / polygons.
Because Sketchup also allows 'skewed' UVW mapping of texture images when UVW mapping a Material that has already been UVW mapped elsewhere and is therefore "
projected", this can cause a further 'problem' when processed by
non-Sketchup and/or other "
industry standard" 3D modeling applications and conversion utility software.
This is why Sketchup offers the option to manually select such 'skewed' texture Material mappings on a 'Face-by-Face basis', and make a new copy of the texture image Material mapped to each such Face in its 'skewed' state via the "
Make Unique Texture" feature, so that those Faces end up with their own local 'explicit' UVW mapping of textures to the Edges / vertices of Faces / polygons of that selected Face.
If desired, after such 'Unique' Material texture images are created, they may then be 'manually' merged with (multiple and also 'unique') adjacent co-planar textures, to make an automatically and
explicitly local UVW "re-mapped", 1-piece texture image Material ...via the Sketchup "
Combine Textures" feature.
BTW: Upon a cursory inspection of a few objects in the example 3D model attached above, note that the UVW R_G_B_Y texture positioning Pins are
not 'locally' placed
explicitly to allow precise mapping of a Material texture image to the edges / vertices of Faces / polygons of a selected Face.
Note as well that in the attached ZIP folders of textures, some texture file names are very long, causing long "Path" strings, and that some texture file names have "multiple file extension" segmented long file names due to insertion of the "
." file extension delimiter within the "32-Bit long file names" used.
PS: I am curious why the OP would not instead use MCX' Material Editor ... rather than MCX' Texture Converter Tool (a laborious 1-at-a-time method) ?
But, regardless, I hope all this info may prove helpful in troubleshooting / enhancing the MCX Texture Converter Tool ...and this 3D model.
GaryGB