
Visual Companion
Property maps are additional voxel meshes the same shape, and orientation, as your original model which determine the material properties of your creation. Coloring a voxel in a property map will change the property of the same voxel in the original mesh. For example, if you want the hilt of a sword to be solid and the blade opaque, you would color the hilt the solid color (255, 255, 255) and the blade transparent (128,128,128)
Note – do not change the color of the origin voxel – it remains (255, 000, 255)
There are three property maps – type, alpha(transparency amount), and specular(shininess)
- 1. Type map – this map determines whether a block is solid or transparent. Currently, there are three block types—Solid, glass and tiled glass
- 2. Alpha map – this map alters the transparency of any glass blocks.
- 3. Specular map – this map changes the specular property of any solid (non-glass) blocks.
The easiest way to make the property maps is to re-save your original model under a new name based on the table below and then re-color it.
Property Map naming[]
Property maps use the following name convention:
File Name | Type of mesh | Example |
---|---|---|
itemType_MeshName_username.qb | Original Mesh | pistol_AwesomeBlaster_Destral.qb |
itemType_MeshName_username_t.qb | Type map | pistol_AwesomeBlaster_Destral_t.qb |
itemType_MeshName_username_a.qb | Alpha map | pistol_AwesomeBlaster_Destral_a.qb |
itemType_MeshName_username_s.qb | Specular map | pistol_AwesomeBlaster_Destral_s.qb |
The valid item types for the file name are as follows
- blunt
- sword
- axe
- pistol
- staff
- bow
- spear
- fist (After the Heroes update goes live)
- mask
- hat
- hair
- deco (For cornerstone decorations)
- lair
- dungeon
Colors for the Type Map[]
See the "Replicating biome shading" section of the Lair and Dungeon page for additional values
General[]
Type of effect | (R, G, B) | # | Color |
---|---|---|---|
Solid (Default) | (255, 255, 255) | FFFFFF | |
Glass | (128, 128, 128) | 808080 | |
Tiled Glass | (064, 064, 064) | 404040 | |
Glowing Solid | (255, 000, 000) | FF0000 | |
Glowing Glass | (255, 255, 000) | FFFF00 |
Colors for the Alpha Map[]
Note that transparency will only work on voxels with the type map set to either glass, tiled glass or glowing glass.
Transparency | (R, G, B) | # | Color |
---|---|---|---|
Very Transparent | (016, 016, 016) | 101010 | |
| | (048, 048, 048) | 303030 | |
| | (080, 080, 080) | 505050 | |
| | (112, 112, 112) | 707070 | |
| | (144, 144, 144) | 909090 | |
| | (176, 176, 176) | B0B0B0 | |
| | (208, 208, 208) | D0D0D0 | |
Very Opaque | (240, 240, 240) | F0F0F0 | |
Solid (Default) | (255, 255, 255) | FFFFFF |
Colors for the Specular Map[]
Note that any specular value other than rough is only supported on voxels with a type map set to solid (255, 255, 255).
Specularity | (R, G, B) | # | Color |
---|---|---|---|
Solid* | (255, 255, 255) | FFFFFF | |
Rough (Default) | (128, 000, 000) | 800000 | |
Metal | (000, 128, 000) | 008000 | |
Water | (000, 000, 128) | 000080 | |
Iridescent | (128, 128, 000) | 808000 | |
Wave | (000, 128, 128) | 008080 | |
Waxy | (128, 0, 128) | 800080 |
- *Can be used when Glass is used in Type Map or Transparency in Alpha Map.
How to create a blueprint for testing[]
First, make sure your mesh is in the same directory as your maps. Next, using Windows Explorer, drag your mesh file over to <GameInstall>idevtool_convert_to_blueprint.bat . This should process the file into a blueprint and save it in your Trove/blueprint directory. If the file wasn’t created, check the log in the roaming directory (%appdata%/Trove/DevTool.log) to see if there was a problem loading the files.
How to test a blueprint in-game[]
Replace [nameofblueprint] with the name of your blueprint file for all of the commands below. For example, if you have a Trove blueprint file named mace01.blueprint, you can type /wp mace01 to test it.[]
-To test a weapon[]
- Type /weaponpreview [nameofblueprint] or /wp [nameofblueprint],
-To test a face item[]
- Type /facepreview [nameofblueprint]
-To test a hat[]
- Type /hatpreview [nameofblueprint]
-To test a hairstyle[]
- Type /hairpreview [nameofblueprint]
-To test a decoration[]
- You must first enter the Metaforge, to do so type /metaforge
- Once in the metaforge you should type /decopreview [nameofblueprint]
Accessing the Metaforge[]
If you don't have game access see Accessing the Metaforge without game access
Otherwise be logged into the game and type /metaforge
You can leave the Metaforge pressing P to join a club world or restarting Trove.
Definitions[]
i <GameInstall> is the folder Trove is installed in. To determine this location open Glyph, click Settings, and then click Trove in the menu on the left and there will be an "Install Folder" field
Video Guide[]
Trove Material Map Guide Tutorial-0
Material Map Video Guide