Particle VFX Editing
Okay, so you've just finished creating your mount, but you want to add that extra oomph to it, right?
Well this is a bit of a grey area for me too, so anything I say is based off my experiences alone (though that was the same with the previous section too, so okay); if you have a question about the limitations of this particular section, the only answer I can give you is, "try it and see what happens, because I have no idea."
An important note: As far as I know, you can only edit existing VFX on a mount, not add new VFX. You are, after all, only editing an existing mount's assets.
I would recommend replacing your mount's existing VFX with VFX that already exists if you don't know how to make your own.
If you want to make your own VFX, here's a tutorial video to get started learning Popcorn FX. It's got a steep learning curve, but if you can power through it, you can customize your mount that much more.
https://www.youtube.com/watch?v=Wp9aWQKXDFU
If you do know how to make your own VFX in Popcorn FX, go for it. I'll experiment with this myself and let yall know how it goes, but I have no guide currently on how to do this.
If you want to use another pre-existing VFX file, then keep reading.
Step 1: Find the VFX you want to use to replace existing VFX
Luckily for you, the devs put a folder in the Live folder that previews every single VFX without needing to look at it by opening the program they were created in. It's just a picture of the VFX in action, but it'll come in a lot of handy when you want to decide which vfx will replace your mount's current VFX. In the Live folder, click on "textures", and inside that folder will be a TON of pictures with the EXACT FILENAMES you'll need for later.
The mount-based VFX have extensions along the lines of character_mount_mountname_mountaction/status or so.
You're probably going to want to pick a mount-based VFX to change existing mount VFX. I'm not saying "don't use VFX that aren't from existing mounts", but I am saying "I have no idea what's going to happen if you use a VFX file that's not meant for mounts for your mount."
When you've found the VFX you want to replace your mount's current VFX, it'll be time to move on to the next step.
Make sure to keep your "textures" folder Window open, it'll come in handy for the next step!
Step 2: Create a folder for your VFX and find the VFX file you need
Okay, the next thing you need to do is go into your folder that contains all your .qb files and your "blueprints" file, and make a folder labeled "particles", lowercase only.
Inside of your "particles" folder, you need to make ANOTHER folder labeled "VFX" (all caps needed).
Inside of THAT folder, create a folder called "Particles" (with the uppercase P this time.)
And inside of THAT folder is where you're going to put your VFX file.
In case you're wondering "Why do I have to put so many folders inside of folders, this is silly." It's because you need to set up your folder structures to imitate the paths found by the actual folders in the Live folder, so that the files can be found/transferred by the modloader and be properly overwritten.
So where do you get the ACTUAL VFX file, since the files in the "textures" folder were just pictures of the VFX? Well, exactly the same path name for the folders you just created. It's in Live > particles > VFX > Particles. You've still got a window open with the "textures" folder open, right? Cause you're gonna need that.
In my case, I needed the Light Cycle Trail VFX File. So looking at the "textures" window and finding the filename, I'll root through the Live folder's "Particles" folder window until I find the exact same filename.
Once you find the VFX File you need, you need to COPY it from Live's Particles folder to YOUR Particles folder.
After you've done that, look back into the textures folder and find the VFX that displays your mount's current VFX. For the pinata, it was the pinata trail VFX. Double click its' name, and COPY the filename. After you've copied your existing VFX's filename, go into YOUR Particles folder, double click that name, and paste over the name of the VFX in there (leave out the extension from the copied name, you just need what's before the extension.)
There you go, you've done all you need to do to change the mount's VFX (unless your mount has more than 1 VFX on it, in which case you'll need to repeat this process for each VFX you want to replace.)
There's just 1 more step...
Step 3: Re-zip both "blueprints" and "particles" into 1 zip
This one's pretty self explanatory. Both your "blueprints" folder from earlier and your "particles" folder that you made during this section should be in the same folder together. Control-click them both, and create a .zip from BOTH folders. Name that Zip whatever you want the name of the mod to be, and follow the modloader instructions from before. And that should be everything! Congrats!
FAQ
Q: "If i use qubicle to edit the model, do you know if ill have the same flipping issue? Or is it just more common with zoxel?"
A: "As far as I know, the developers use Quibicle to actually create all their models, so there's a greater chance that since it's reading its' native file format (.qb, instead of Zoxel's .zox) it won't make any changes to the file or it will read it as it was originally read when the file was created."
Q: "Do you have any idea if there is a way to change the color of particle effects? I mean, take a particle effect you like, and just customize it to a new color? I'm not sure what a "pkfx" file is and don't have any programs capable of opening it at this time, any ideas?"
A: "You might be able to change a particle effect's color with the Popcorn FX Program that Trove developers use. There's a link to it in the first post!"
Q: "What programs do the Trove developers use for different aspects of this?"
A:
Voxel editing - Qubicle Master Edition
VFX editing - Popcorn VFX
UI editing - Photoshop & Flash (iggy)
Animation - Granny and Maya
Audio - wWise
Downloads
Want to try out my Neon pinata? It overwrites the regular Pinata mount. Download of the zip you can use in your Modloader is here:
Download
Unpublished Page: share via: https://trovesaurus.com/page=4931/de6dd
THIS GUIDE IS OUTDATED. CHECK OUT MILAMBIT'S NEW GUIDE HERE.
http://forums.trovegame.com/showthre...dding-Tutorial.
Ever wanted to create your own modded mount? Here's a tutorial on how!
This also works with costumes, items, and anything that has blueprint files!
Things you'll need:
1. A Voxel Editing Program (Qubicle, Zoxel, or MagicaVoxel. I used Zoxel). If you can avoid using Zoxel, AVOID USING IT. You'll find out why later. Problems may or may not happen with all other programs as well, but Qubicle is your best bet for the least amount of problems.
If you plan on using Zoxel, look at this fork made by Ignitas:
2. xIGBClutchIx's Modloader (MAKE SURE YOU GET THE LATEST VERSION, 1.0.1.)
If that Modloader dosn't work, try Dazo's Modloader.
IF you want more detailed instructions on how to install mods, look at this thread.
http://forums.trovegame.com/showthre...ll=1#post52451
3. Patience and a general understanding of how attachment voxels work so you don't get mixed up.
Other useful programs:
1. Troxel - for model orientation in later steps.
2. Popcorn FX - in case you want to make your own VFX for the mount.
Step 1: Grabbing the blueprints for the mount you want to edit
Figure out what model you want to modify. In my case, I picked the normal Pinata (I'll use Autumn in this tutorial). Once you've got that figured out, you need to grab all the blueprints for that model and put them in a new folder.
Here's where you find model blueprints:
This PC > OS( C: ) > Program Files (x86) > Glyph > Games > Trove > Live > blueprints
All mount blueprint files have a C_MT_ in front of them.
Step 2: Converting your blueprints into .qb files
Once all your blueprints are in the new folder, you need to convert them all into QBs. You can do this by using the devtool_dungeon_blueprint_to_QB in the Live folder.
Once you've converted all the blueprints, you need to grab the main .qb files from the qbexport folder in the Live folder, and put them in that folder you created earlier.
When you go into the folder, you might be surprised by all the files in there, but don't worry. You don't need to grab the type, alpha, or specular map files, just the main files that don't have _a, _t, or _s after them. (Reason being, you're going to create your own material map files.)
You can put the rest of the files in that folder in the recycle bin, they're not important and you don't need them.
This is what your folder should look like right now. (except with the extensions of your mount of choice, not the autumn pinata if that's not what you chose).
DO NOT rename the qb files in your new folder.
You need them to have the same name as the mount whose appearance you want to overwrite.
Step 3: Creating your new skin
Here's the fun part I guess. And also the most time consuming part. Now, you get to go into every .qb file and edit it to look how you want it. Make sure you can identify the front of the body from the back, or you're going to have a rough time. Refer to the ingame model if you're having trouble telling.
You'll need to create a main texture for certain:
and if you want glowing effects, a type map:
and if you want a metallic or rainbow-y reflect look, you'll need a specular map:
If you don't know what any of these are, or how to make these material map files, refer to This Guide on Material Mapping for Trove.
MAKE SURE YOU DON'T COLOR OVER THE HOT PINK VOXEL/PIXELS. Those are attachment points, and are necessary for your model to function.
Once you've created all of your edits and material map files, your folder is going to look something like this.
Step 4: Converting everything back to blueprints
At this point, you're going to want to create a "blueprints" folder in your WIP Mount folder that you created to hold all of these files. Don't uppercase it.
Your next step is going to be to convert all of your files back into blueprints. To do this, you need to grab the MAIN .qb file for each mount body part, and drag it to the devtool_convert_to_blueprint file in the Live folder.
It should create a bunch of blueprint files in your WIP Mount folder. Drag all those blueprint files to the "blueprints" folder within your WIP Mount folder.
Step 5: Testing your Mount and Troubleshooting
Oh boy. That was simple right? Maybe? And you finally get to ride your sweet new modded mount.
Here's how to get your modded mount into the game.
You're going to need that mod loader I mentioned earlier, and the folder with all your blueprints, labeled “blueprints”. It needs to be lowercase.
You need to compress your blueprints folder into a .zip. Make sure you don't compress the folder that the blueprints folder is in, just the blueprints folder itself.
After you have your ZIP, name the .zip whatever you want the name of the mod to be. Like mine is NeonPinMod. Then put that zip into another folder specifically for mods, so that the program can draw it from that folder easily.
After that, start up the mod loader, click "add mod", go to your Mods folder, and select that ZIP file you made earlier.
When that's said and done, press Start, load up Glyph, and press Play. If it worked, you'll get this message:
If you're unfortunate like me, something like this happened to you, didn't it?
If not, you're done! Congrats dude! A third post with a tutorial on replacing particle VFX will be the next thing you read, if you want to go that in-depth.
And if something like this DID happen... you're going to have to trouble shoot it until you fix it.
Step 6: Fixing the Problems
Basically, what happened is that whatever program you used to edit completely mirrored and flipped the model pieces. Unfortunately... this includes the attachment points as well.
- If this happened and you're not using Zoxel, you need to see if your program has a "Mirror" option. Use that to mirror all of your mount's body part files instead of the steps below and it should fix your problem in 1 easy step.
- If your model is asymetrical (or even symmetrical, because this is a lot easier than what I suggested) and you're using Zoxel, another thing you can do to fix your model is this, as suggested by Ignitas:
As another workaround I would suggest to convert the .qb file to .zox and after you finished back again to .qb with Troxel, because it handles the model orientation correctly.
If none of these things worked for you, you'll have to try our last resort.
- This is the last resort if the methods above didn't work for correcting your model's mirroring problems.
If you are using Zoxel, this only works with models that are symmetrical; otherwise, it's going to put any asymmetry on the opposite side of the model as intended.
Here's an explanation as to why, by Ignitas:
Zoxel only supports left handed cords and tries to open the right handed cords as left handed one resulting in a mirrored z-axis.
The first step is going to be rotating your model pieces so that they face the right direction.
This is probably the direction your model pieces were facing when you edited them, and are how they are going to be facing right now, until you fix it:
This is the direction your model pieces need to be facing. To do so, rotate it on the Y-Axis twice.
Your next step after flipping the models so that they're facing the right way is to move the attachment point voxel over where it needs to be, so your mount isn't all out of whack.
Most attachment voxels are in the middle of the model, but since all models don't have a "true middle" it places the voxel slightly off to one side. so there are two "middle" voxels, and you need to move the PINK ATTACHMENT VOXEL from ONE side of the "Middle" to the other side of the "middle".
To do this, if you're using Zoxel like me, pull the model back with the Move Model Tool to one of the edges until you see the attachment point in the middle of the model.
Then swap the two middle voxels (use the color dropper to grab the color from the attachment voxel, and paint over the other middle voxel. then use the color dropper to grab another color in the model BESIDES that color, and replace the old pink voxel with that color), and put the model back where it was.
You're going to need to do this for every single model piece, then re-compile the blueprints. It's a pain in the butt but it might be the only option you have left.
Once that's through, move all your new blueprints to the blueprints folder, make them over-write the old defective ones, and try it again.
That should be everything! Up next is Particle VFX editing. I'll have to make that post later.