Looks like you're using a Mac. As a test, I renamed the texture folder under Windows and I get exactly the same error.
So it looks like the textures folder cannot be found on Mac.
I think the problem has nothing to do with Blender Mesh Tools. It's more a issue due to .dds Textures.
To test it start Blender, load any .dds texture and try TexturePaint.
Then try it with a .png, .jpg or other texture.
I tested it. So for No. 1 I had the same problem. As a solution I found that if I save the texture as PNG and use it in Blender instead of the original texture, then it works with the painting without any problems.
Unfortunately I can't say anything about No. 2, because the meshes are imported...
I use another Method without Splitting my object in Multiple groups.
Lets say you need an object with 4 colors.
Make a texture with 4 squares each 16x16 Pixels and Paint the squares the color you need. Now assign this Texture to your object, select only the faces you need to color, for...
There is a better way to display the Normals. Activate "Face Orientation" in the Overlays. Your model will then be colored Blue or Red. Blue are the areas that are visible and red the invisible ones. If you see Red Faces select them press alt-n and choose flip.
---------- Post added at 09:24 PM...
Added some Ground details in Launch Complex 39.
The ML casts shadows but the LC39 does not.
Can someone tell me why not?
Here is a Blender rendered image. Just for fun.
This is no longer necessary since I have already migrated my mesh to 2.8+. The animations also work as they should be.
I tried it anyway and it doesn't work. In Blender, I have to rotate the mesh in the Z axis, not in the X axis. With the V2.0.10 my mesh is no longer vertical, it "lies" on the...
I had some problems that I have now solved manually. When opening the 2.79 blend file in 2.8 and rotating it 180 degrees did not work, all animations in orbiter were not rotated around the correct axis. But I found a solution for that.
Your exporter still produces too many vertices compared to...
It's not because of my mesh. It is easy to reproduce. If you have installed ProjectApollo then import the mesh Saturn5ML.msh. See the vertex and face counters in a group. Now export the mesh and reimport the newly created one. You will notice that the face number has not changed but the vertex...
I tested it and found some problems.
1. I am currently working on the ProjectApollo Mobile launcher and the textures are stored in a subfolder called ProjectApollo in Orbiters Textures folder. When I build the mesh, this subfolder is not saved in the mesh, only the texture name is saved and...
It would be useful to keep the group names instead of renaming them to Group_1 Group_2 etc.
It would also be useful to only export the selected groups instead of exporting them all together. The reason for this is that I duplicate some groups to have a backup of them and can use them later if...
New update of the mobile launch pad.
Damper arm is added and animated.
Since I don't know when it will be retracted, I combined it with the Colby Crane.
When I delete the texture, the following error occurs.
It seems that the path to the texture is ok.
The 'd:\orbiter\Textures\Main_Concrete_Hardstand_texture_1.dds' is without spaces, i dont know why Orbiter forum adds a space.
I can Import other meshes but this one fails.
---------- Post added at 07:49 PM ---------- Previous post was at 07:46 PM ----------
my above mentioned error could result from filenames being too long
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