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Commented on Slain Eldritch Drake Helmet creation
Ylva Creations Team
May,01 2023 09:01Do you have a costume example for what you are trying to achieve? I think there is usually a layer of glowing blocks and then glass/glowing glass on top of that.
But there is a very reliable way to find out how something is made:
If you know the exact model that uses desired effect you can convert the Blueprint of it to the QB files using the devtool .bat (devtool_dungeon_blueprint_to_QB.bat
) in the same folder as the usual Qb to Blueprint one.
Make a folder named 'qbexport' in your Trove\Live and use the bat, in your new folder there should appear 4 qb files (main mode, _a map, _t map and _s map) and 1 extra blueprint file ending in _entities - this one is only used for Dungeon rooms - blueprints that contain extra data like placeable decorations or liquids.
Open those QB files in your voxel editor and check their model+maps.
Please note that some old models might have the overlapping of material maps (like, same blocks marked as Glass and Metal and so on) - do not rely on that, in game it only uses one of the maps.
Also, viewing a model in Metaforge allows you to see it better than you would on a character since it will not go invisible if you zoom in too close. In game, use /mf chat command, click Yes and your character will be moved to Metaforge. Drag the main Blueprint with all the material maps baked in from your explorer to load it in.
Restart your game to return back to normal Trove, your character will be where you left them before using /mf.