QBCL Contributions -
Contributions - Rules page
Created by
Ylva
On some pages for our collectables we offer QBCL files - these contain all parts of the models and are very helpful for Modders.
QBCL file is a file format used by Qubicle - a Voxel editor that is used by Trove Developers to create 3d models for the game.
Qubicle is available on Steam, the Demo version should be sufficient for Contributions.
- To make a QBCL file you need to extract (or download) the game files, find ALL the parts of the desired model, convert them to QB and put them all together in one Qubicle scene file.
- Please be sure that your QBCL contribution shows a correct model. Do not recolor, remove Attachment Points or otherwise alter the models. No edits are allowed, just the raw game files! Do not rotate the parts! When viewed in Qubicle they will appear to face backwards, but this is the proper way!
- All parts of the model AND all different models that belong to one object should be included within a single QBCL file. This means that all the minions/ability models/styles etc should be included in the file!
- The parts within a QBCL file should be properly arranged. Meaning all the limbs and other body parts should be approximately where they would appear in game. In some cases it is not possible to achieve as in-game parts would be angled, but please put them as close as possible to their in-game location.
- Optionally, you could name the parts - but if you do, be sure to use correct blueprint names! This is not required for an upload though.
- Optionally, you could include Material Maps - but if you do, be sure to either name them properly or position them relative to the main Color parts. You do not need to include blank material maps.
First we need to get the appropriate game files - we can either extract the game files from a Trove game client (installed on PC), or we can downloand already extracted blueprints from the Trovesaurus website one by one.
The game files that we need are the Blueprints - models that are used by the game.
To know which blueprint(s) exactly do we need, we have to visit the page of an item - lets take a Fiammit costume for a Shadow Hunter for this example.
Click on the Mod Info tab > Blueprints to see the Costume parts - at the moment this page only shows actual parts of the costume, but not the abilities.
BUT in most cases you can get the name identifier and look up other blueprints using it. In this case it is 'sunburn'.
If you search Blueprints for 'sunburn' you will see all the parts of the costume, including helmet, bow, bomb trap and whisp:
You can download costume parts from the Costume page, but if you want to download blueprints for skins and abilities you would need to go check the https://trovesaurus.com/trove/blueprints . It is MUCH easier to have your own client extracted.
Once you have the blueprints, you need to convert them to QB files to be able to open them in Qubicle.
Navigate to the Trove/Live
folder and create a new folder named qbexport .
The must be a an empty (for now) folder Trove/Live/qbexport
, without the folder the next step will not work!
In the Trove/Live folder locate an executable file called devtool_dungeon_blueprint_to_QB.bat
.
Use that. .bat file by dragging our Shadowhunter costume blueprints from the Extracted game files onto the bat.
If done right, this will output 5 (per file) x 23 (total amount of our files for the costume )new files into the Trove/Live/qbexport
folder.
In the video i look up all blueprints that have 'sunburn' in their name in my Trove/Live/Extracted folder, and convert them all to QB - the black console window closes once every blueprint is processed.
Once every blueprint is processed, you should be able to see 5 new files (per blueprint converted) in the Trove/Live/qbexport folder.
Every single .blueprint converted to .qb will create 5 files:
- is a main QB file, this one contains color - this is the main file we need for Qubicle!
c_p_shadow_hunter_sunburn_ui.qbc_p_shadow_hunter_sunburn_ui_a.qb
- is an Alpha material map (_a) for the main QB file, it contains data about transparency of blocks c_p_shadow_hunter_sunburn_ui_s.qb
- is a Specular material map (_s) for the main QB file, it contains data about metallic/waxy/etc blocksc_p_shadow_hunter_sunburn_ui_t.qb
- is a Type material map (_t) for the main QB file, it contains data about glowing/glass/etc blocksc_p_shadow_hunter_sunburn_ui_entities.blueprint
- this new blueprints is only used for Dungeon blueprints! it is safe to discard this file, it is not used for Qubicle!
The Alpha, Type and Specular maps can be optionally included in the qbcl file.
Drag the .qb files into the Qubicle one by one or all together - it would be harder to tell which part is which if you open them in bulk.
You do not need to include material maps if they are blank. The blueprint to qb converter will always generate all the maps, but in a lot of cases they do not actually contain any materials and only show up as 'default' color.
Once you are done with all the pieces, your file should look somewhat like this:
Save your file as .qbcl - this would be the only file type that Demo version of Qubicle would allow you to save as.
Back on the costume page, click on QBCL button on the Mod Info tab - the yellow buttons show that there is a .qbcl file uploaded for the same rig, but not for the same costume.
Click on Choose file, navigate to the qbcl file you made in the Explorer window popup and click Submit.
After your file has been Reviewed and Approved by moderators it will appear as downloadable on the page.
You can navigate to Models that do not have a QBCL file through here > https://trovesaurus.com/contributions/noqbcl
- Once Approved, a QBCL contribution will be rewarded with 5 Contribution Points.
If your QBCL contribution was rejected, it is likely it was uploaded to a wrong page or did not contain all the model parts.
If you have any questions, please ask them in the #trovesaurus channel on the Trovesaurus Discord server ,
or reach out to Etaew or
Ylva through the website emails.
Edit:
As another example of a good Qubicle upload but without extra elemets - take a look at Chaos Hound
https://trovesaurus.com/collections/mount/dog_corgi_shadowangler/qbcl
All the separate parts of the model are present in the scene and placed appoximately where they would appear in game.

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