textures forced when exporting

Why do I need them in the beginning of development. Specially when all I want to do is check to see if the models are set right and there's no holes where there's not suppose to be. I'm not ready to add textures to anything. Why should I have to waste time texturing something that I might not leave in the age or I might change things completely.
I understand that maybe most texture as they build, but personally I don't and I'm sure I'm not the only one.
Now I'm not saying it's a bad thing, but an opt out kinda option would be cool. Basically it may say: no texture found do you wish to continue. If you say yes it exports as is.
Whats worse is that I added some textures just to satisfy the plugin (didn't UV texture)and it still gave me the error.
So you know what I'm talking about I post the error in console:
was just wondering about this. I ran into it before and thought it was removed, but its been awhile.
I understand that maybe most texture as they build, but personally I don't and I'm sure I'm not the only one.
Now I'm not saying it's a bad thing, but an opt out kinda option would be cool. Basically it may say: no texture found do you wish to continue. If you say yes it exports as is.
Whats worse is that I added some textures just to satisfy the plugin (didn't UV texture)and it still gave me the error.
So you know what I'm talking about I post the error in console:
- Code: Select all
[Material Material]
[Layer Material-Tex]
-> Using default first UV map
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\prp_Export.
py", line 174, in open_file
export_age(agename,basepath,selection,merge)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\prp_Export.
py", line 88, in export_age
page.export_all(selection)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\PyPRP\prp_R
esManager.py", line 783, in export_all
plDrawInterface.Export(self,obj,scnobj,name,SceneNodeRef,isdynamic,softVolum
eParser, water)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\PyPRP\prp_D
rawClasses.py", line 1576, in _Export
drawi.data.export_obj(obj,SceneNodeRef,isdynamic,softVolParser, water)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\PyPRP\prp_D
rawClasses.py", line 1801, in export_obj
pmat.data.export_mat(mat,obj)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\PyPRP\prp_M
atClasses.py", line 546, in export_mat
self.FromBlenderMat(mat,obj)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\PyPRP\prp_M
atClasses.py", line 419, in FromBlenderMat
layer.data.FromBlenderMTex(mtex,obj,mat)
File "C:\Program Files\Blender Foundation\Blender\.blender\scripts\PyPRP\prp_M
atClasses.py", line 1062, in FromBlenderMTex
if mface.uv and mface.mode & Blender.Mesh.FaceModes["TWOSIDE"]:
ValueError: face has no texture values
was just wondering about this. I ran into it before and thought it was removed, but its been awhile.