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MBM file not being written, Unity help


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Ok so I have been working on a model and I have it all set up in unity but when I try to use the part tool script it only gives me a .mu, no .mbm texture files. Am I missing a step, I followed this tutorial. any help would be appricated, and here is the model anyway :P

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Check the .MU file that is written, is it really tiny? like less than 10KB?

Its probably encountering an error and aborting the file-write, leaving only a garbage MU file. There are a good number of errors that might be the issue, but it's usually an animation conflict (were you doing an emissive glow animation?)

You should clear out your scene (the one with the gameobjects with the export options on it) and set it up again. That should sort it out.

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I get the same issue, using an .obj file exported from blender. The .mu file seems okay, but no texture file of any kind is outputted and unity console gives me

File error: Cannot cast from source type to destination type.

at KSPPartTools.PNGWriter.WriteImage (UnityEngine.Texture texture, System.String newPath, TextureType texType) [0x00000] in <filename unknown>:0

at KSPPartTools.PartWriter.WriteTexture (UnityEngine.Texture texture, System.String path, System.String filePath, KSPPartTools.TextureDummy tex, System.String filename) [0x00000] in <filename unknown>:0

at KSPPartTools.PartWriter.WriteTextures (System.IO.BinaryWriter bw) [0x00000] in <filename unknown>:0

at KSPPartTools.PartWriter.Write (System.String modelName, System.String filePath, UnityEngine.Transform target, TextureFormat textureFormat) [0x00000] in <filename unknown>:0

UnityEngine.Debug:LogError(Object)

KSPPartTools.PartWriter:Write(String, String, Transform, TextureFormat)

KSPPartTools.PartToolsInspector:DrawWriterGUI()

KSPPartTools.PartToolsInspector:OnInspectorGUI()

PartToolsEditor:OnInspectorGUI() (at Assets/PartTools/Editor/PartToolsEditor.cs:18)

UnityEditor.DockArea:OnGUI()

I tried using the fractal textures blender generates instead of an actual image texture, don't know if that may have anything to do with it.

It probably doesn't help that I have next to no idea what I'm doing when it comes to texture handling, but still.

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