video 7 - Getting Started with Trove Modding - Video Notes page
Created by Etaew
Material Maps sum up
- Material Maps are used to add texture effects to QB models in Trove. With them you can make voxels glow in the dark, shine like metal, be transparent like glass and so on. You will see the result only after you convert qb files into a blueprint and preview it in game.
- To apply a Material Map to your model you must copy it and recolor into colors appropriate for each map. You must keep the Attachment Point in exactly the same location for all the Maps.
- You must use EXACT colors provided in the guide and visual guide to make maps work. Even one point difference in color number will prevent the map from properly appearing in game.
- Material Maps are separated between Type map, Alpha map and Specular map.
- Type map contains information about type of material. If all blocks on your model are meant to be Solid you do not need to create a Type map.
- Solid - 255.255.255 plain white RGB. Use this color for Solid blocks. It is also used to color all 'non-specified' voxels on the map.
- Glass - 128.128.128 RGB. Use this color to mark blocks as Glass. For all Glass voxels you need to specify Transparency on Alpha Map.
- Tiled Glass - 64.64.64 RGB. Use this color to mark blocks as Tiled Glass. This will create an outline around every glass voxel. For all Tiled Glass voxels you need to specify Transparency on Alpha Map.
- Glowing Solid - 255.0.0 RGB. Use this color to mark blocks as Solid Glowing. This makes voxels glow in the dark and emit small amount of light around them.
- Glowing Glass - 255.255.0 RGB. Use this color to mark blocks as Glowing Glass, this will create transparent voxels that glow in the dark and emit small amount of light around them. For all Glowing Glass voxels you need to specify Transparency on Alpha Map.
Used as | Color | RGB | Hex |
---|---|---|---|
Solid | 255, 255, 255 | FFFFFF | |
Glass | 128, 128, 128 | 808080 | |
Tiled Glass | 64, 64, 64 | 404040 | |
Glowing Solid | 255, 0, 0 | FF0000 | |
Glowing Glass | 255, 255, 0 | FFFF00 |
- Alpha map is only applied to voxels that are mapped with one or other type of Glass on Type map. All voxels that are not glass should be colored into 255.255.255 pure white RGB. If you do not have any Glass blocks on Type, you do not need to create Alpha map. There are a total of 8 possible transparency settings for glass voxels.
- RGB 16.16.16 - use this color to make your Glass voxels very transparent and barely visible in game.
- RGB 48.48.48 - use this and following colors to make your Glass voxels more opaque.
- RGB 80.80.80
- RGB 112.112.112
- RGB 144.144.144
- RGB 176.176.176
- RGB 208.208.208
- RGB 240.240.240 - use this color to make your Glass voxels very opaque and almost Solid looking in game.
Used as | Color | RGB | Hex |
---|---|---|---|
Transparent | 16, 16, 16 | 101010 | |
48, 48, 48 | 303030 | ||
80, 80, 80 | 404040 | ||
112, 112, 112 | 707070 | ||
144, 144, 144 | 909090 | ||
176, 176, 176 | B0B0B0 | ||
208, 208, 208 | D0D0D0 | ||
Opaque | 240, 240, 240 | F0F0F0 |
- Specular Map will only work voxels that are mapped Solid on Type map. Voxels that are mapped Glass or Glowing on Type can only be mapped Rough (Default) on this map. If you are not using Type (and in that case not using Alpha map either) you can apply Specular Mapping to any voxel.
- Rough - 128.0.0 RGB - use this color to apply basic Rough (Default) texture to blocks. It is also used to color all non-solid voxels on the map.
- Metal - 0.128.0 RGB - use this color to apply Metal texture to blocks. They will become slightly darker, gain extra shine and start reflecting light like metal should.
- Water - 0.0.128 RGB - this will not make your voxels liquid! Water mapping is similar to Metal, but has less shine.
- Iridescent - 128.128.0 RGB - use this color to apply Rainbow shining effect to blocks.
- Waxy - 128.0.128 RGB - use this color to apply soft shine to blocks and make them less reflective.
Used as | Color | RGB | Hex |
---|---|---|---|
Solid | 128, 0, 0 | 800000 | |
Metal | 0, 128, 0 | 008000 | |
Water | 0, 0, 128 | 000080 | |
Iridescent | 128, 128, 0 | 808000 | |
Waxy | 128, 0, 128 | 800080 |
- You do not have to use Material Maps, models can look good without them too.