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Failed to convert texture during build

Lagaffe

Resource contributor
Messages
864
Country
france
Hi,

Your textures must be expressed as powers of 2 but values like 1024x256 or 2048x512 for example are also accepted.

On the other hand, it is possible that the materials in Blender are corrupted (various manipulations can lead to this, such as multiple texture changes for a given material). In this case, the textures are not exported.
I had this very often with *_comp.png textures. In this case, I just delete the material, go through the "Orphean data" menu in the Outliner window to remove it from the current model and save. Then I reopen the model, recreate the material correctly and it works fine
 
Messages
1,685
Country
australia
Thanks. I will have a look in Blender at what you suggested HOWEVER as my texture file is 1600 X 382 neither value a binary (power of 2) value I will work on the premise that I either need to use a different texture file in Blender or create a new image file (say 2048 X 512) and copy and paste the 1600 X 382 image into it. Should the unused area in the new file be transparent or would any colour such as white of black be ok?
eg
TexturesCom_WoodRough0006_M_2048x512.jpg
 
Messages
420
Country
unitedkingdom
Any texture that isn't on the prescribed scale will be ignored, but that doesn't mean you have to change anything.

With something awkward I usually change the texture size to something digestible once it's already in the project's texture folder and then build.

Even if it's a radical change I can only think of a handful of instances where there was a visual difference in sim. It certainly can look whacky in the texture folder itself but it doesn't matter.
 
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