i get the same errors on my system, they are not errors though.
I think the problem you are seeing is a way our system works and got stuck with a few meshes which were a bad choice lol.
> If the material is the same name as the mesh file, it will try and load the base materials found in the .mesh file
e.g. "aRa_Barrel_01.mesh" contains a submesh requiring the material "barrel_Default", when viewed in the material editor.
When you drag the .mesh to the scene, it will look for a material file name that matches the .mesh name which usually holds the needed materials for that mesh. Which in this case it does find: "aRa_Barrel01.material".
When you open that file though, you find the material name "aRa_Barrel01", so the mesh cannot load the barrel material it wants as it does not exist in that file. The material here is a lone material that has been designed to drag on any surface.
There are 2 ways of handling materials in skyline
> Materials that are coupled with a mesh file(same name), like explained above. This single file can contain every material the mesh requires though that you set up in a modelling package.
> Materials that can be placed on any surface. These should never be the same name as the mesh file you are dragging onto. There should also never be more than 1 material inside that file though. Also the material in the file needs to match the name of the file itself in order to work properly, this is why you can drag any texture onto an object and save it off, then load it onto any surface.
When you drag "aRa_crate01.mesh" into the scene, it should come in textured (possibly big aswell). If you look for a material of the same name, you will find: "aRa_crate01.material", which is found.
When you look in the material editor for the name of the material the crate wants, you will find it looks for "Material#530", when looking in the material file, you will find that material name.
If this was like the barrel, and the material on the inside matched the name of the file, the crate would come in with a broken material.
The dragon statue for me though works, as the material file contains the correct material names associated with the sub mesh.
Hope this explanation helps a bit more.
Edit: We tend to drag the mesh, add a texture, save as material if there are material names not matching on meshes with singular materials. Then save a preset, which you will find all the barrels and crates work in the presets folde. If you look at the materials applied though, they are different.