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Commented on Cursed Halberd Spear creation
Ylva Creations Team
December,14 2020 22:37Hello :) Looking at your files, you have 4 separate blueprints while you should have only 1 blueprint.
There is a video about that in section 8 of Learn to Mod - Qb to Blueprint https://trovesaurus.com/mods/learn, but i ll try to explain on your own example.
Blueprints are file types that are meant to contain not only model with color but also material maps. To have material maps display on your model in game you must include them in that one blueprint so the game has a model, its color and all the maps applied in one file.
Each of the blueprints you posted contain a separate map, which means one file has a model with color, other file has that model and the blocks that are meant to glow (but without color!) and the third has model and blocks than are meant to be metal(again, without sayin which color they are). That all should be included in one blueprint instead.
I converted your blueprints back to .qb and got those. Top to bottom - main color, type map (_t), specular map (_s), alpha map (_a). You do not need to create a map if you do not use it, in your case you have no Glass and so you do not need to create map that sets transparency - no Alpha map needed.
Each of the maps you use should be saved as separate .qb file with an appropriate name. .QB files with matching names from one folder will create one .blueprint that contains them all as you drag the main .qb (model+color) onto the convert-to-blueprint bat.
That should give you a blueprint that contains model+color+maps and displays it all correctly when loaded in Trove.
Another important thing though, your Type (white with red) and Specular (green, yellow and purple) maps overlap on red/purple parts. Game engine does not know how to display Glowing Waxy blocks. It will pick either glowing (red on type) or waxy (purple on specular) when you create a blueprint and will only display that in game.
Voxels can either be mapped Glowing on type and Rough (red, unspecified) on specular or White (unspecified) on Type and Waxy on Specular. Both variations are on image below.
Same works for all the other maps:
If a block is mapped on Type (glass/glowing/glowing glass/etc) it can only be mapped Rough on Specular. Everything that is not glowing/etc must be white on this map.
If a block is mapped as any type of glass on Type map, there must be an Alpha map included with all glass blocks colored with desired Transparency color, everything that is not glass must be white on this map too.
If a block is mapped on Specular (metal/waxy/iridescent/water) it can not be anything but white on Type and Alpha. Rest of the blocks on Specular must be Rough (red).
And again, if you do not use any mapping you do not need to create a map. No glowing or glass blocks - no type, no glass - no alpha, no metal etc - no specular.
Hope it makes sense :)
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