video 8 - Getting Started with Trove Modding - Video Notes page
Created by Etaew
Exporting edited models, their material maps and converting to .blueprint
Naming of your qb files is very important. With big projects you will have many parts, and with material maps the output amount of qb files can be 2-3 times bigger.
Most importantly, a part and all its Material Maps should share the same name. Each Material Map gets its own identifier. For a Type map you add _t, for Alpha it is _a and for Specular you need to use _s. Only this way will you be able to create a blueprint with all maps properly included.
(right click on the image - Open in New tab - to zoom in)
You only need to drag the MAIN QB onto the devtool_convert_to_blueprint.bat . If your main qb file and all its maps are named correctly and located in same folder they will be picked up and used to create that one blueprint.
torso.blueprint = torso.qb + torso_a.qb + torso_t.qb + torso_s.qb
You can turn your freshly made blueprint back into separate QB files using devtool_dungeon_blueprint_to_QB.bat and you will get all your maps + empty Entities file, just like you would get from converting a blueprint from game files to QB for the first time.
If you have your main QB and maps in the same folder but they do not share same name, some maps will not be included in the blueprint and will not work in game.
Each part - a set of same-named qb and material maps - must be converted into separate blueprint.
Only UI blueprint can contain multiple parts because it is not animated.
Note: every time you convert something to a blueprint, a blueprint is created in the folder where your QB files are, but also a second duplicate blueprint is created in the Trove/Live/blueprint. You can easily move the duplicate to Override and keep your files in Modding folder as backup.