What is happening is that Sketchup uses its internal texturing, using color values to generate the texture on that. There is no actual texture like a 3d engine (like Ogre) would need. You either need to make a texture and export it, or export it to blender and then add a texture map to it. The paint tool in Sketchup will allow you to color things, but that is not what happens in a 3d engine, at least as far as looking for a texture.
What you want to do it something on your own. Kojack's exporter works exactly how it should (thanks for that btw Kojack, it rocks!). For example, if I was to sketch, say, a shrine, it would look like this:

When I add textures (in sketchup), it would come out like this:
What happens when it exports is that it creates as many submeshes as are textures of my model. In this case, 4. I could use then use the Blender Mesh importer and import the meshes back into blender if I want to do real UV mapping. Sketchup is capable of doing this to an extent, but not the same as a modeling tool could.
What your model lacks are actual texture maps. That means there are no actual jpg (or gif, png, tga, etc) images that your model is looking for. Ogre is expecting something like that. If you do it that way, you exported material would look like:
Code: Select all
material Concrete-rough
{
technique
{
pass
{
24.0, 24.0
diffuse 1 1 1 1.0
texture_unit
{
texture Concrete-rough.jpg
}
}
}
}
material Spanish_Tile
{
technique
{
pass
{
28.0, 17.0
diffuse 1 1 1 1.0
texture_unit
{
texture spanishtile2-lo.jpg
}
}
}
}
material <Spanish_Tile>1
{
technique
{
pass
{
28.0, 17.828125
diffuse 1 1 1 1.0
texture_unit
{
texture spanishtile2-lo.jpg
}
}
}
}
material Carpet-DiamondGold
{
technique
{
pass
{
12.0, 15.6
diffuse 1 1 1 1.0
texture_unit
{
texture Carpet-DiamondGold.jpg
}
}
}
}
material Paver_Hex
{
technique
{
pass
{
36.0, 20.671875
diffuse 1 1 1 1.0
texture_unit
{
texture CeramicPaver-Hex01.jpg
}
}
}
}
material Smooth_Face_Concrete_Block
{
technique
{
pass
{
48.0, 32.0
diffuse 1 1 1 1.0
texture_unit
{
texture Smooth Face Concrete Block.jpg
}
}
}
}
material Backfaces
{
technique
{
pass
{
diffuse 1.0 0.188235294117647 0.784313725490196 1.0
}
}
}
material SketchupDefault
{
technique
{
pass
{
diffuse 1.0 1.0 1.0
}
}
}
You will notice that there is a lot of excess (waste) in the material. The materials "SketchupDefault" and "Backfaces" are not used in Ogre, so they are useless. Those are things sketchup uses, but I do not need for Ogre. What you want to do is open your paintbucket tool and click on the "In Model" tab and remove all the materials you dont need in Ogre, and then export. The exporter will then export the model, material and copy the texture maps to your export directory. Only when you have all that do you then get to see it correctly inside Ogre.
For example, this simple shrine, exported as you see it will look like this:
You will want to remember that backfaces (2-sided polygons) are not supported with this, so plan accordingly. It helps if you have some basic knowledge of texturing and UV mapping to do it correctly, so you can get the result you want.
For your truck, try this. Create a jpg in microsoft Paint where you dump red in. Make it low res (like 128x128px) and save it (as red.jpg) then put it in sketchup's materials directory (C:\Program Files\Google\Google SketchUp\Materials by default). Then, redo the textures on the truck to use your new map. Use the Paint Bucket tool in Sketchup to dump this new texture onto all the faces on the truck that you want red. Then, when you export, make sure that texture is the only one you leave in the list, and you will be good to go. You will notice that your exported directory will now have red.jpg and your material will contain some lines that say:
If you do all that, you will have a red truck in Ogre.
Hope this helps you grasp what you are missing.