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Commented on Vine Cutlass Melee creation

@KrisWitherstorm

Im sorry, i assumed you have an understanding about material maps since you used them on your sword >_< I dont do tutorials over discord voice, but i will try my best to explain it right here :)

This is your current design, with:

sword.qb - having a base model of shape and color
sword_t.qb - Type map - that marks voxels that will Glow with bright Red
sword_s.qb - Specular map - that marks voxels that will shine like metal (Green) and be reflective like a pearl (Yellow)

On that gem you are using both Glowing and Iridescent mapping (marked with an arrow) - this is essentially telling the game that it needs to make those two blocks reflective AND glowing at the same time. This is not something that Trove can display - it can only do EITHER Glowing (or any other Type mapping) OR Iridescent (or any other Specular mapping).

If that voxel is mapped Glowing on Type map - it can only use default (dark red) material on the Specular map.

If that voxel is mapped Iridescent on Specular map - it can only use default (white) material on the Type map.

So a set of material maps that would properly work in game would look like this:


In game they look like this (top with glowing gem, bottom with reflective gem), you barely can see the Iridescent mapping on such a small scale so i would suggest to go with Glowing.

Hope it makes more sense now!