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The official Blender Software Thread (ask, discuss, present, etc.)
Imagineers

For me it was not very clear from the text how you exactly textured it and where the problem might come from.

So the following are just guesses what might have gone wrong, I'm not sure if I got your problem, if not I guess posting some screenshots could probably massively help. I also guess that you are exported as Collada (.dae)?

I just tried a little bit to force blender to export multiple same looking textures, the only way I could achieve this was by forcing it to duplicate the opened image data blocks, otherwise it automatically recognized the opening of the same texture file when I opened it again from the file browser.
(by pressing this you can force blener to create a duplicate of the opened texture which will also be copied on export)

But the fact that you ended up with 50 materials is also somewhat confusing. Despite trying both available texturing methods (UV texture and material texture) blender's dae exporter exported only one texture file in both cases.

You can check how many copies of the texture files blender uses internally for example in the uv / image editor. If you use UV textures that's also where you could reassign it with the same texture for the case blender should have created a new internal copy every time you opened it from the hdd (although this actually should not happen).

(selecting an already opened image as a UV texture)

When you used material textures instead you should also make sure that you reuse the same material and not create a new copy for each piece. Although even when I did it and assigned a new texture for each material blender did not automatically created new copies of the texture files.

(reusing an already existing material with its assigned material texture)

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The official Blender Software Thread (ask, discuss, present, etc.)
Imagineers

Hello,
after reading book (the chapters needed to make an object, no rendering, light, amination etc) and some days practizing i have made a building, a saloon that can be used as restarant or shop near wooden coasters. If i copy all files to the park file, i can see the saloon completely. I have only 4 texture files, all of them are used several time, on about 50 times for single parts. Blender has made copies from this texture files for each part, so i have more than 50 texture file - most of them with identical content but different names (ascending numbers added to name). If i want to assign in NoLimits the references in material files, i have to make more than 50 material files, then i need only 4 texture files.

The Problem is, that blender makes so many copies from texture files. Every time i want to add an texture to another face, i select in UV-Editor the texture file (mostly the same), then i click unwrap and select shape and size of UV-texture. Is it Possible that blender uses the same texture file and do not make a new copy? Can i change my design without making it completely new, so i have "only" to open each face in "3D-editor"->"edit" and assign the correct texture file without adjusting the UV coordinates, rotating etc.?

Best regards

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2018
Theme Park Discussion

ThatFlyerGuy1 posted on July 7th, 2018

Ah yes; the classic "Force means everything" argument. Just because a layout might not be forceful, doesn't mean that other factors can't make the ride thrilling. Hell, if you could take Flying Fish or any other Mack Rides Blauer Enzian layout and add some intense and dark theming to it, that has the capability to be thrilling -- although I'd be pretty damn surprised if you could pull that one off. My point being, forces =/= thrill.

Coming from the guy with 3 credits. One being the Swarm (only in the middle seats though) and the other two being kiddy coasters.

You have no idea what thrilling means dude.

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2018
Theme Park Discussion

I mean force does mean everything. If you asked me to compare GateKeeper to I305... Well, there's simply no comparison there. And "intense" theming isn't really an actual method of creating thrill.

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