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Mods => Track Editing => Topic started by: IShotTupac269 on June 06, 2022, 12:22:06 PM

Title: PNG invalid or non existent when using FBX2EDF
Post by: IShotTupac269 on June 06, 2022, 12:22:06 PM
Hi,

I'm not sure if this is a blender problem as I am a total noob at this all, or whether it is some kinf of format or location problem as fbx2edf seems to not like importing certain models with textures.

I have imported others and they show in game no problems, however I have exported the models with textures as fbx files and reimported them into blender and they show textures, I then export as fbx, path mode set as copy, select embed textures but when I convert I get png invalid or non existent when using fbx2edf?.

It's probably me being silly but I have exported and reimported more times than I can count right now and I am completely lost right now and just want to be able to progress with this track.

Any help would be greatly appreciate,

Thanks.
Title: Re: PNG invalid or non existent when using FBX2EDF
Post by: Resolute Kraken on June 06, 2022, 08:34:37 PM
Because PNG isn't a valid file for MXB - check the MXB documentation on valid file types.
Title: Re: PNG invalid or non existent when using FBX2EDF
Post by: iNsane on June 06, 2022, 10:27:06 PM
Quote from: Resolute Kraken on June 06, 2022, 08:34:37 PMBecause PNG is a valid file for MXB - check the MXB documentation on valid file types.
*invalid
Title: Re: PNG invalid or non existent when using FBX2EDF
Post by: IShotTupac269 on June 06, 2022, 11:57:29 PM
I've made tga files and put them in the objects folder but it just copies the png files over when I use fbx2edf. If I try to use tga as the textures in blender they won't show to select for some reason?.
Title: Re: PNG invalid or non existent when using FBX2EDF
Post by: AZDesertRat on June 07, 2022, 05:18:00 PM
You need to swap out ALL existing .png textures that are being used on your model(s) in Blender with .tga's and then re-export to FBX. 

To do so, select a model, then switch to the Shading tab.  Now in the lower window you will see nodes used to define the material (typically Image Texture, Principal BSDF & Material Output).  You can either select the open image icon in the Image Texture node (brown bar on top) and then use that to locate the .tga file.  Or delete the Image Texture node, then drag/drop your .tga from a file browser into the lower shader window.  This will auto-create a new Image Texture node, then simply connect the Color to Base Color in the Principal BSDF.  If you have additional maps such as Normal, Specular, etc they will also need to be swapped.

Hope this helps.