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[Solved] Export from Blender to Model Converter X with textures

Messages
2
Country
germany
Hi there Blender users,

I have some experience in Blender, but less experience in game object design and design for Flight Sims. At the moment I need some help how to get an object imported to MCX correctly with texture.

What I have done so far (Blender 1,79b)...

- I created a simple cube for a test
- I UV unwrapped the cube
- I created a new image for the texture with dimensions of 1024 by 1024 from the UV Editor
- I created a node with Image Texture
- I baked the texture
- I saved the texture as .PNG
- I exported the object (I tried several formats that are support like Collada .dae)

So far so good. The baked texture looks like it should.

I now can import the object into ModelConverterX, but how to add the baked texture? In video tutorials I watched the texture is loaded directly with the object into MCX.

Am I missing a point where Blender puts the information about the texture file into the exported xml file like .dae?

I also tried the Blender2FSX Addon to check the export to .x format, but it's not working here with my 1.79b installation, it stops export with error messages.

Best,
Josten
 
Last edited:

gfxpilot

Resource contributor
Messages
370
Country
unitedkingdom
Have you created and baked in cycles render or blender render?

To export for mcx I'm pretty sure it needs to be in Blender render not cycles.
 

Pyscen

Resource contributor
Messages
2,994
Country
us-texas
Hello..

Yes... the textures etc can be made in cycles... but once done everything needs to be saved in bender render... that for either through export to collada (.dae) or through blender2fsxp3d plugin.
 
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