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Export object to .dae splits material into many textures

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11
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sweden
Hi!

I have created an object and added textures to it in SketchUp. All the textures is in one single 1024x1024px
image. I have then positioned the textures using the pins (right-click > position....)

So in the Materials dialog i have one Material, the 1024x1024px image containing all the walls, roofs et.c...

Everything looks good in SketchUp, but when i try to export it as a .dae file to import it into MCX it creates a new folder with the same name as the .dae file with textures. The problem is that that texture is not the original 1024x1024 px image, but has been broken up into all of it's components. Ex the roof section of the image that i have positioned is now a single file. This messes up the whole idea with minimizing drawcalls using just 1 image instead of 10 for the textures.

What am i doing wrong?
 
On the "Export Model" window click on "Options" and make sure you have a check in "Export Texture Maps".

cheers,
Lane
 
Hello,....

Could you "zip" up the .dae along with the Texture sheet,... to see what could be going on,.. maybe a new set of eyes could help.
 
I seem to recall this issue before. I think it requires restating the texture locations in MCX. Arno could provide more insight into this. I havent used sketchup much since reintegration with the newer blender interfaces.
 
When you UV wrap a texture (move the pins) uniquely for different surfaces, SU generates a new texture based on that orientation. You must endeavor to project the same UV mapping onto all similarly textured surfaces or accept the extra texture(s).
An excellent example would be texturing an aircraft. One image, properly stretched and aligned will cover the entire side of the plane - it would cover both sides, but the letters would be backwards on the back side of the tail. You think, "oh, all I have to do is mirror the UV and project this onto the specific polygons that represent the back side of the tail" and when you do it, SU creates a new texture.
In SU, you can use the eyedropper to collect the UV mapping from one polygon or surface and transfer that same mapping to another, even if the surface already has the same texture but mapped differently, so you can go about organizing/eliminating your multiple textures in SU; or in MCX, you can try overriding the texture assignments. Just point each texture instance to your original 1024 sq texture, the colors will probably be right, but any patterning, like roof shingles or window panes, will likely be off.
In another example, I like to use a single texture for windows (windows.jpg), because I already have an appropriate night version called "windows_LM", which I copy into the .DAE texture folder. In MCX, I simply click "apply" next to "make night texture" on the drop-down modifier list and MCX assigns windows_LM.jpg to represent night time illumination in place of windows.jpg. Occasionally I scale my window image to more closely conform to the shape of the space(s) it covers, at which point SU creates "windo~1.jpg, windo~2.jpg, etc". Then in MCX I must re-assign this (or these) to my original "windows.jpg" and accept the skewed angles and distorted sizes that result from reusing the same image.
 
Also when in SketchUp,.. if you move the pins and they aren't perfectly square to the particular texture it could generate a separate texture. Moving the pins can be troublesome. Just like above mentioned,.. and if you plan on using different color slots (Ambient, Diffuse, Emissive, and Specular within MCX) for the different areas (for ex. the roof, windows, etc.),... then its best to group accordingly those onto the same texture sheets as well, That also goes for the different Emissive modes (ex. AdditiveNightOnly, Blend, within MCX, etc.) you will need to group those together onto different textures sheets as well,...
 
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Yeah i solved the problem by making all the textures to scale so i didn't have to use the pins at all. So now I just move the texture to the desired position so that the polygon gets covered with the correct material. :)
 
I had the issue of SU creating additional textures. I first noticed it with a cylinder splitting my texture into many parts. The easy solution is to simply triangulate the offending face(s) prior to exporting out the .dae file. I have found this works for almost every instance I have encountered, with the exception of a 2 dimensional triangular plane. It's also worth noting that for some reason the 'Triangulate All Faces' in SU's export options does not seem to help so you have to either manually triangulate faces or use a plug-in. I use SketchUV.
 
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