Robotic Remover
[Pistol] [Neon City]
The ultimate way to destroy those pesky robots of Neon City! Comes with a blade! (decoration only)
Progress
Status
Created 4 years ago
Updated 2 years ago
The author of this Creation has been Rewarded by the Trove Developers.
Robotic Remover status has been set to Added
ActualPostCard 2 years ago
Robotic Remover status has been set to Rewarded
ActualPostCard 2 years ago
Robotic Remover status has been set to Accepted
ActualPostCard 2 years ago
Robotic Remover status has been set to Approved
_FutureHero_ 3 years ago
Robotic Remover status has been set to Needs Review
TheGunBlaster 3 years ago
Robotic Remover status has been set to Active
_FutureHero_ 3 years ago
Robotic Remover status has been set to Needs Review
TheGunBlaster 3 years ago
Robotic Remover status has been set to Active
_FutureHero_ 3 years ago
Robotic Remover status has been set to Needs Review
TheGunBlaster 3 years ago
Robotic Remover status has been set to Active
Ylva 4 years ago
Robotic Remover status has been set to Needs Review
TheGunBlaster 4 years ago
Robotic Remover status has been set to Active
Ylva 4 years ago
Robotic Remover status has been set to Needs Review
TheGunBlaster 4 years ago
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Thank you for updating the new blueprint. ^^
But make sure you remember to change the file's name and update the pictures to the newest model before submitting. I will make these changes for you this time, but for your next submission you can do it. ^^
Approved ^^
Make sure to update the picture and blueprints before sending your creation back to review. ^^
The blueprints in the creation file still hold your 2020 model.
Sending this back to active for now. ^^
just found out that it worked the entire time, it's just that i was going off the shininess level from troxel, which exaggerates on the reflectiveness of the metal material.
Seems you are still having a bit of trouble so I'm gonna show you how I do it step by step ^^
First, download all the files.
Then select all of them at once and drag them into the devtool_dungeon_QB_to_blueprint
Then go to the blueprints folder and select the main model and drag it into the override folder.
After you do that you can change the name to match a different weapon in-game to test it out.
I chose the club pistol, equipment_weapon_pistol_clubits_01
It should show up in-game like this ^^
Lastly, before submitting it you need to change the blueprint name to this format with your chosen name,
equipment_weapon_pistol_robotic_remover[your ign]
Hopefully, this will help more than my last explanation ^^
i've tried this on another weapon i intend on submitting soon, if the problem is fixed. i've tried the tricks, downloading them separately. do they need to be compressed?
I see it's been a while since you were last here in creations, welcome back! ^^
As for your question about the glowing part, since you are using Troxel, you need to make sure you download all the proper material maps from your creation.
The qb main map is the base of your weapon.
The s map controls the type of shine on the blocks, like metal.
The t map controls the block type, like if it is glowing or glass.
The a map controls the transparency of the glass.
After you download these you can convert them into blueprints.
When turning these all into blueprints the main map gains the qualities of all the material maps so you will only need to use that one.
Hopefully this helps with your glowing issue ^^
Two more things, when uploading to the creations page you need to keep the blueprint updated to your latest model so we know which one you are submitting, and then use this template for naming your weapon blueprint
"equipment_weapon_pistol_robotic_remover[your ign]"
Make sure your in-game name is in the brackets ^^
Sending this back to active for now, hope to see it again soon!
Hello, I decided to rebirth this 2 year old gun design. However, when I try out the gun ingame, the glowing parts aren't glowing.
Hello!
Oh whoa, im so sorry. For some reason i did not see the ping from this gun going on review >_< Good thing someone else posted other creation that pinged.
About the design, its a solid idea and the shape looks good too. I dont think we have a neon gun that looks quite like this in game yet, but there is some room for improvement.
First of all, colors. On your Troxel model you use the Attachment Point (255.0.255 RGB) to color the sides of the model, that is not something that can happen. Each blueprint can contain only one voxel colored like that because depending on its position the game knows where to put the model. Multiple APs confuse it and make models appear in unexpected places.
I see your screenshots show somewhat different design, and uploaded files show that one too, but Troxel is what i and developers will check first before considering to approve/accept/download. Please be sure to always update Troxel link.
Another thing, and this applies to both versions, some shading could really contribute to the charm of the design. At the moment there are 2 shades of black and one shade for grey for metal. If you were to brighten parts that light (imaginary) falls on and darken parts that stay in the shadow it would add some nice depth to the model which otherwise might seem 2d in game.
Also it could be good to shift from pink/blue pure Neon colors and use some color combination from Luminopolis sub biome. There are less styles that belong to it.
Again i apologize for such a long delay. Going to change status of this creation to Active for now, if you set it back to review and there is no response in a week or two please feel free to manually poke me about it through Trovesaurus mail.