Box prepared for UV mapping

So I created a new “Box prepared for UV mapping” from the SDK, which produces a .blend file with a cube that has a white material. In the right of the blender menu, I can see these “diffuse”, “specular” etc. and they all work perfectly, and the issue is not with importing it into the game after I set it up with textures. However, is there any way I can “import” those into another blender file? I created a large model from another blend file (I forgot that I needed to make it from the “white cube”), and now I’d like to add textures to it using that smooth method with UV mapped “materials”. How can I do that?

If you keep your textures in the assets folder as suggested, simply assign them again in the new model. The engine won’t load them twice.

@normen said: If you keep your textures in the assets folder as suggested, simply assign them again in the new model. The engine won't load them twice.

http://www.youtube.com/watch?v=6-YWxD3JByE

The problem isn’t the textures: they work fine. It is that the default “materials” (diffuse, specular, etc) do not stay if I delete the default UV box in that file, if I want to add for example a cylinder. How to I import it/keep it/create new ones/or elsewhat in the blender file?

Look at where they are, create them the same in your new file. Or simply use the template (like, copy the box with the premade texture slots).

Heres a rundown on how to create textures in blender:
https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:external:blender