I am working on an airplane for a simulator and I managed to get a second image in the UV editor that I cant remove. How would i go about doing this? I have tried to click the “X” beside the image name to unlink, saveing, and restarting like it was once explained to me, but that doesn’t work. Ive even went as far to delete the name of the other with no luck. The only one I can get off is the one I want. Im trying to keep the T_Toucan.tga. I have attached a file in case someone wants to look at the file.
If someone could do it and post a couple of screenys along the way so I could see the process, that would be a great help(I learn better by being shown), but I would also just go for an explanation, just speak to me as a beginner, not a veteran please. Ive only been using Blender for a short time, and from reading the forums here, Some of the terminology is beyond me.
Whooo, that’s Blender 2.49! They do have that problem. Only way I managed to remove the image was for me to Append the model out from this file. Just create a new blender file and use Append function to bring over “only” mesh information. That strips everything if I remember right.
u could try taking the object that it is applied to and creating a new image and applying it to that then saving file close file then opening file that might do it
I have a pile of unused images in the UV editor, untitled.035 is the last one along with twenty more I’ve added and named but most are not used. I give up on naming. They annoy me as I try to scroll through them and find the one I want, I never can really, I just make a new one.
While trying to unwrap, fix, bake and repeat, images disappear and swap around for some reason so I have make more new ones which add to the confusion. After a very long time using the uv editor I cannot for the life of me understand how it works with images, why they seem to disappear or why they stay. I’ve saved and packed, removed and deleted, it’s a mystery and no amount of info or video in all my searches has come up with a good explanation. I have done the export import thing but I end up in the same position.
Eventually I get out what I want but there’s a lot of redoing stuff over again to get there. I know that I don’t know something but I’ll just keep working. One day it may dawn on me. And If I can work out how I manage to lock ‘moving between layers’ it’ll be a happy day.
In 2.5x, if you press the “Shift” key while selecting the “X” button, it should mark the texture as a “zero user” texture, which shouldn’t be saved. If you look at the texture in the the list, it will have a “0” in front of the name.
It seems from what Ive been reading around here that 2.5X is the way to go. My only real need in Blender is pivoting and parenting parts so I can export into my flight sim. Ive asked before, but got no clear answer. If I go to 2.5X, can 2.49 open and use the file? The flight sim only recognizes an exporter that was created for that version. I would love to use a newer version for the simple fact that there seems to be more help with problems for these versions.
I have to get rid of the extra image. The kex exporter will not export it with more than one image.
Not exactly sure HOW I did it, but I got it removed. In the image properties window, I reloaded the image I wanted and realized it doubled it. So, I deleted it, checked my UV pop up window and the errant image now had a 0 in front of it. I saved the file and reopened and it was gone. Thanks for the replies.
I would still like to know if a 2.5 file will work in 2.4 though.