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Aviarei
01-24-2015, 05:09 PM
Modding Mounts

http://i.imgur.com/vtknUIs.gif

THIS GUIDE IS OUTDATED. CHECK OUT MILAMBIT'S NEW GUIDE HERE.

http://forums.trovegame.com/showthread.php?25707-Guide-Comprehensive-Trove-Modding-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:

I've released version 0.5 of zoxel on my zoxel fork https://github.com/chrmoritz/zoxel/releases/latest with these improvements compared to 0.4.8:
* improved Qubicle file support with handling of compression, BGRA and right handed z coords support (fixing the issues from step6 in the guide)
* a noisy fill tool with brightness or rgb noise with variable intensity (second free editor witch support this after Troxel)
* simple shade tool merged and fixed from another Zoxel fork by erp12 (https://github.com/erp12/zoxel)
* a OS X version
* pan with alt + right mouse button (<3 for touchpad users)
* improved fill tool performance
* build against recent version of python2, PySide/Qt4 and PyOpenGl

2. xIGBClutchIx's Modloader (http://forums.trovegame.com/showthread.php?417-Release-Trove-Mod-Loader-Easily-allows-the-loading-of-modified-files) (MAKE SURE YOU GET THE LATEST VERSION, 1.0.1.)

If that Modloader dosn't work, try Dazo's Modloader. (https://github.com/DazoTrove/TroveModLoader.NET/releases)

IF you want more detailed instructions on how to install mods, look at this thread.

http://forums.trovegame.com/showthread.php?11408-Guide-Installing-Mods&p=52451&viewfull=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 (http://forums.trovegame.com/showthread.php?3379-Troxel-a-Voxel-Viewer-and-Editor-html5-WebApp)- for model orientation in later steps.

2. Popcorn FX (http://www.popcornfx.com/) - 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:
http://i.imgur.com/0uUOs3c.png
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.
http://i.imgur.com/46ilbg9.png

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).
http://i.imgur.com/yDyjTRW.png

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:
http://i.imgur.com/JZkUWU6.png
and if you want glowing effects, a type map:
http://i.imgur.com/aNrVY6B.png
and if you want a metallic or rainbow-y reflect look, you'll need a specular map:
http://i.imgur.com/65v3PzI.png

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. (http://trove.wikia.com/wiki/Material_Map_Guide)

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.
http://i.imgur.com/TNbkRz4.png

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.
http://i.imgur.com/NlPRKgl.png

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.

Aviarei
01-24-2015, 05:10 PM
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.
http://i.imgur.com/qD3B4Bb.png

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.
http://i.imgur.com/E2AhTyT.png

When that's said and done, press Start, load up Glyph, and press Play. If it worked, you'll get this message:
http://i.imgur.com/8EmVHVo.png

If you're unfortunate like me, something like this happened to you, didn't it?
http://i.imgur.com/of6KMD2.png

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 (http://forums.trovegame.com/showthread.php?3379-Troxel-a-Voxel-Viewer-and-Editor-html5-WebApp), 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:

Edit: A little more insight: The .qb file format has an option for changing the z-axis rotation. The default value of it is 0 = left handed, but for some reason Trove devtoll export all models as 1 = right handed. (If you open a .qb file from Tove in Troxel you should be able to read this in your browsers console: "z-axis oriantation: 1 (0 for left (recommended), 1 for right handed)")
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:
http://i.imgur.com/rbDXPgC.png

This is the direction your model pieces need to be facing. To do so, rotate it on the Y-Axis twice.
http://i.imgur.com/OvXrntv.png

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.
http://i.imgur.com/3nHTO5A.png

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.

Aviarei
01-24-2015, 05:10 PM
Particle VFX Editing

http://i.imgur.com/zJTF0Bd.png

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.

http://i.imgur.com/Y8HidTn.png
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.
http://i.imgur.com/hKw6lE3.png

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 (https://www.dropbox.com/s/f4xd0evejemhrgc/NeonPinMod.zip?dl=0)

Mikabella
01-24-2015, 05:38 PM
This looks awesome, thank you for the tutorial on how to do this! :)

Just out of curiosity, 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?

Dusty_Mustard
01-24-2015, 08:19 PM
If you're unfortunate like me, something like this happened to you, didn't it?
http://i.imgur.com/of6KMD2.png

Nice guide. Thank you for taking the time to put this together.

Aviarei
01-24-2015, 08:54 PM
This looks awesome, thank you for the tutorial on how to do this! :)

Just out of curiosity, 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?

Well, 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.
I'll add a FAQ to the third post, and get to work on the VFX part of the tutorial!

^And yeah, I figured I'd put in a troubleshooting section because I was kind of figuring this out as I went along, and I figured out that posting my mistakes would help others who have no experience with this. XD When that happened that was my literal reaction haha!

Celeress
01-24-2015, 09:42 PM
Really really awesome

Uniquisher
01-24-2015, 10:12 PM
put this to good use C:

Aviarei
01-24-2015, 10:25 PM
put this to good use C:
http://media.tumblr.com/99311f0ed67e9c0f87dd3ad5fe5391fb/tumblr_inline_mwhw2grnA71sqk6bx.jpg

LeonSteamhawk
01-24-2015, 10:42 PM
Thanks for posting this! I made a custom ball mount shaped like a RB-79 Ball from Mobile Suit Gundam. :D
http://i.imgur.com/pttnQCG.png

Cougarkillz
01-25-2015, 07:04 AM
After reading this... it made me realize... You can create an entire texture pack for Trove the same way people do with Minecraft.
Since every item in game has a blueprint, theoretically, you can alter the looks of anything. So, before long, custom costumes are going to be coming out....

UPDATE:
I created a "fire hot" version of the "ice cold" fae costume. Looks pretty neat if i do say so myself.
Album here: http://imgur.com/a/q8izD
Mini-Video: https://www.youtube.com/watch?v=lVtx7Q9AfCk

Cougarkillz
01-25-2015, 09:28 AM
Hey Aviarei.... 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? xD

Ridelith
01-25-2015, 11:04 AM
Thanks Avi, now I can finally remove -that- red voxel on iPWN-E's butt...

Aviarei
01-25-2015, 02:47 PM
Hey Aviarei.... 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? xD

Unfortunately, as far as I know, no. Because we don't have the program that opens that filetype, we can't edit the VFX. I don't know what the name of the program might be, either.

And yeah, this tutorial isn't just restricted to mounts! It can work on Costumes, NPCS, anything with a blueprint! You can customize your character completely!

Ignitas
01-25-2015, 02:54 PM
Note: The workaround in step6 does only work with symmetrically models. The operation you should have to do in step6 is to mirror the model. Sadly Zoxel has now mirror option and thats why the work around with rotating the model twice was suggested. But mirroring the model and rotating the model twice is not exactly the same, resulting in a model which should now be mirrored at the axis in which the pinata is symmetrically (thats why you have to move the attachment point, because it's the only non symmetrical part there).

As an other workaround I would suggest to convert the .qb file to .zox and after you finished back again to .qb with Toxel, because I handles the model oriantation correctly.

Edit: A little more insight: The .qb file format has an option for changing the z-axis rotation. The default value of it is 0 = left handed, but for some reason Trove devtoll export all models as 1 = right handed. (If you open a .qb file from Tove in Troxel you should be able to read this in your browsers console: "z-axis oriantation: 1 (0 for left (recommended), 1 for right handed)")
Zoxel only supports left handed cords and tries to open the right handed cords as left handed one resulting in a mirrored z-axis.

I'm currently working on a fork of Zoxel (https://github.com/chrmoritz/zoxel/tree/qubicle) which backports some improvements from Troxel to Zoxel (including better .qb file support with support for compressions and right handed z axis)

TwinkleStarTH
01-25-2015, 02:59 PM
thank you nice mod :o

Aviarei
01-25-2015, 03:02 PM
Note: The workaround in step6 does only work with symmetrically models. The operation you should have to do in step6 is to mirror the model. Sadly Zoxel has now mirror option and thats why the work around with rotating the model twice was suggested. But mirroring the model and rotating the model twice is not exactly the same, resulting in a model which should now be mirrored at the axis in which the pinata is symmetrically (thats why you have to move the attachment point, because it's the only non symmetrical part there).

As an other workaround I would suggest to convert the .qb file to .zox and after you finished back again to .qb with Toxel, because I handles the model oriantation correctly.

Thanks! I'll put those suggestions in the main post! I definitely don't have all the answers to this, as I just posted the methods I used. I'll keep updating this guide best I can as new information about what's possible in terms of methods and workarounds becomes available!

EDIT: That's awesome Ignitas! Whenever that fork becomes available, I'll definitely point people in that direction in the main post! I only use Zoxel atm so that'd be a HUGE help to me personally!

Mikabella
01-25-2015, 03:48 PM
Hey Aviarei.... 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? xD

http://www.popcornfx.com/ It says on their website that trove uses this, i would give this a try :)

Aviarei
01-25-2015, 04:41 PM
http://www.popcornfx.com/ It says on their website that trove uses this, i would give this a try :)

Sweet! Nice find! I'll see what I can do with this, and get back to you on whether this can be used for VFX customization or not! And the filetype seems like it'd match the name, pkfx, popcorn FX.

EDIT: I was able to download it, but I'm stuck trying to open a new project. Whenever I press "Ok" on the project selection screen, it tries sending the window to a non-existent second monitor, so I can't see the window. Mousing over the app on my toolbar shows a preview of the window so it's running, but it's not showing up on my screen.

Cougarkillz
01-25-2015, 04:43 PM
Sweet! Nice find! I'll see what I can do with this, and get back to you on whether this can be used for VFX customization or not!

OOh that looks awesome! Gonna mess around with it, see if I can discover anything about it without a guide, before I come crawling back in shame seeking wisdom. xD

Dusty_Mustard
01-25-2015, 05:12 PM
http://www.popcornfx.com/ It says on their website that trove uses this, i would give this a try :)

Where do you see that? Someone was wanting to know what they edit their sound/.bnk files with.

Mikabella
01-25-2015, 05:15 PM
Where do you see that? Someone was wanting to know what they edit their sound/.bnk files with.

Its on the right side, featured games - as well as the sliding top banner lol I just googled programs to edit pkfx files with :P

Dusty_Mustard
01-25-2015, 06:13 PM
Its on the right side, featured games - as well as the sliding top banner lol I just googled programs to edit pkfx files with :P

O i see on the website for the program. I was hoping you found a list made by Trove devs stating all the programs they use.

Ignitas
01-25-2015, 07:42 PM
O i see on the website for the program. I was hoping you found a list made by Trove devs stating all the programs they use.

You mean something like this list: https://www.reddit.com/r/Trove/comments/1qpqpu/qwhat_engine_has_been_used/cdfa15l

Grumpntug
01-26-2015, 11:19 AM
Your tools questions answered!

Voxel editing - Qubicle Master Edition
VFX editing - Popcorn VFX
UI editing - Photoshop & Flash (iggy)
Animation - Granny and Maya
Audio - wWise

Cougarkillz
01-26-2015, 12:05 PM
Your tools questions answered!

Voxel editing - Qubicle Master Edition
VFX editing - Popcorn VFX
UI editing - Photoshop & Flash (iggy)
Animation - Granny and Maya
Audio - wWise

Huh... We get a list of the programs used on Trove, from a dev no less. So, should we be making a forum thread for "player made mounts / costumes" so all the ideas can be submitted to it? xD

Grumpntug
01-26-2015, 12:49 PM
As far as official submissions of stuff... bit hazy atm and not sure to what level we would do something like that if we did. It gets a looot more muddy when we start talking about taking items from players that we also sell. This is more info for those self moders out there that want to make fun stuff to share through non-official channels or make something for themselves locally.

blestmist
01-26-2015, 01:00 PM
can you export maya animations in the gr2 format without granny 3d? because i dont realy have the money or a company to get granny 3d...

Grumpntug
01-26-2015, 01:54 PM
I don't think so? I'm not sure. There may be a plugin for maya but a lot of our stuffs is done on the granny side. Ted may be able to give you a less dumb answer.

blestmist
01-26-2015, 02:20 PM
ted? is that lobawl? or i mean dopesheet?

Cougarkillz
01-26-2015, 04:04 PM
As far as official submissions of stuff... bit hazy atm and not sure to what level we would do something like that if we did. It gets a looot more muddy when we start talking about taking items from players that we also sell. This is more info for those self moders out there that want to make fun stuff to share through non-official channels or make something for themselves locally.

Oh no, I understand that. I guess I should clarify, I meant make a section on the forums for modders to post and share some mods they make, instead of having created mods be randomly mixed in the general discussion. I get the feeling that after this mount modding tutorial, and the fact that even someone like me (who isn't the most tech savy person around) managed to make a custom "fire fae" costume, there are going to be a LOT of people making custom things. It would be cool to have asection of the forums dedicated to mods and sharing ideas. And who knows, if you devs browse it and see something you like, you can contact the person who made it and work something out to get their idea in game. If not, at least the mods are easy to share and easy to find.

(BTW, for anyone interested, here's what my Fire Fae looks like: https://www.youtube.com/watch?v=lVtx7Q9AfCk.
I actually made it before I found the "Fire Sprite" costume in the blueprints, so I like to think I was thinking somewhat along the same lines as the devs when I thought of it, though mines more red... a lot more red... xD)

Comply
01-26-2015, 04:37 PM
ted? is that lobawl? or i mean dopesheet?

Loblaw or Dopesheet, same person.

blestmist
01-26-2015, 04:40 PM
I personally would love to have a completely modded trove experience but I know doing that would say to the developers that I don't want to pay money or work hard to get the costumes they have in game.

Also I'm max rank so please don't tell me I'm a ignorant kid.

so unless the devs are up for adding a section dedicated to trove mods and such that arn't just ui then i would love to post some stuff i have created and even talk about linking my downloads trough adfly but I am not sure what would be acceptable till you make an official forum post or section about the topic of modding trove. -blestmist

P.S. grump im sorry for sparking this flame

Grumpntug
01-26-2015, 05:21 PM
We feel a mod section of the forum wouldn't be out of the question if it gets more popular. :) right now it would probably mean less people looking at it though since it would be removed from more popular sections which is probably opposite of what moders want. If it picks up steam we could see sectioning it out.

blestmist
01-26-2015, 05:24 PM
so does that mean if i post anything can i use adfly if its my content to make money off anything i create?

Aviarei
01-26-2015, 07:20 PM
Yeah; I had made this tutorial as a means of "Hey, if you want to try this out and maybe customize your experience some, here's how to do it!" not as a "I'm proposing this possibility so yall can secretly tell the devs you won't support their current product by making your own cool stuff".
The appearances are all local so only you will see the effects anywho! (Unless you're streaming, they they can see through your viewpoint). I personally would be stoked if more people got on the mod train! I'm glad that my guide was easy enough for people to understand!

People could share their mod downloads, come up with neat new ways to mix things up, and stuff like that.

EDIT: Oh so you're the one who made the hotdog mount? I'm glad I was able to see it at least once; I wanted to try it for myself afterwards! I don't watch many streams, so I didn't know how widespread it was, but I also saw no guides on how to do it either so I thought I'd give it a go.

blestmist
01-26-2015, 08:12 PM
Avlarel i have already done this before and plenty of times i just never publicly posted how to actually make a mod because u referred to the hotdog mount that dun uses which i made, but i just want to make sure it was ok with the devs before i go posting all the different things i have done. And i wanted to know if it was ok to use an adfly link sorta like how minecraft mods are since i have so many and i do want to earn a little something for my hard work.

Fastlex
01-26-2015, 08:31 PM
I can't get the mod loader to work.
I start it BEFORE loading glyph.

Aviarei
01-26-2015, 08:45 PM
I can't get the mod loader to work.
I start it BEFORE loading glyph.

Try starting it after loading Glyph, but before pressing Play, and seeing if that works.

Fastlex
01-26-2015, 08:49 PM
Try starting it after loading Glyph, but before pressing Play, and seeing if that works.

Nope, not working still.
Not even having the antivirus exclude it works.

Running Windows Vista.

Aviarei
01-26-2015, 08:51 PM
Nope, not working still.

Check your .zip. The only folders that should be in that .zip file should be the ones directly modifying what you're trying to modify. If those modifying folders are inside another folder that got zipped, then it won't work. the folders in the zip need to match path names like they would be inside the Live folder.

If that checks out, double check and see if you compiled your blueprints correctly.

If that checks out, make sure your filenames are correct for what you want to modify. They need to be exact.

Fastlex
01-26-2015, 08:54 PM
Check your .zip. The only folders that should be in that .zip file should be the ones directly modifying what you're trying to modify. If those modifying folders are inside another folder that got zipped, then it won't work. the folders in the zip need to match path names like they would be inside the Live folder.

If that checks out, double check and see if you compiled your blueprints correctly.

If that checks out, make sure your filenames are correct for what you want to modify. They need to be exact.

Everything looks fine, I'm also trying to load the mod you posted and it still doesn't work.

Aviarei
01-26-2015, 09:07 PM
Everything looks fine, I'm also trying to load the mod you posted and it still doesn't work.

What version of the modloader did you download? Did you download the latest one?

Fastlex
01-26-2015, 09:29 PM
What version of the modloader did you download? Did you download the latest one?

1.0.1 is the version

Avarem
01-26-2015, 10:59 PM
so does that mean if i post anything can i use adfly if its my content to make money off anything i create?

As long as you're linking to anything you've uniquely created yourself go for it if people are willing to deal with that to get to your content.

Avarem
01-26-2015, 10:59 PM
I also wanted to say that this is that I'm really enjoying this thread - definitely looking forward to what you guys come up with.

Cougarkillz
01-27-2015, 06:19 AM
Welp... I can only mod items. Particles are out of my reach because PopcornFX refuses to work with me. Not sure why, but anytime I try to open a project or make a project, the entire window disappears. I still have a tab at the bottom of the screen I can click (as if minimizing and restoring the window) but when I click it, I just see a little tiny box that briefly flickers across my screen. I uninstalled and reinstalled several times, to try to fix it, and it did nothing. And when I try to create a new project using the "texture packages" i get an error saying its unable to unpack them. I have no idea whats wrong since I did the completely default install. The only thing I can think of is that it doesn't run on Windows 8.1 yet but I think that's unlikely.
So, yeah. I'm able to change mounts, and make my own costumes, but can't customize particle colors for those items. xD

blestmist
01-27-2015, 08:52 AM
As long as you're linking to anything you've uniquely created yourself go for it if people are willing to deal with that to get to your content.

the almighty avarem :P has answered my question so that means get ready for a tons of new stuff in the next couple of days.

TheIgmo
01-27-2015, 09:14 AM
As far as official submissions of stuff... bit hazy atm and not sure to what level we would do something like that if we did. It gets a looot more muddy when we start talking about taking items from players that we also sell. This is more info for those self moders out there that want to make fun stuff to share through non-official channels or make something for themselves locally.

Just since I think it would be awesome to allow even MORE user created content (let's be honest, that's a big draw for a lot of folks here), couldn't things like mounts be potentially added to crafting benches or mastery rewards? That would bypass any sticky situations with getting money directly from player's submission. Alternatively (and this is just throwing out something to chew on), if things like this WERE to be sold in the store at some point, maybe there could be some sort of "monthly dividends" deal -- for every X credits spent on an item created by a user during a month, Y credits are awarded to the creator at the end of that month.

Avarem
01-27-2015, 09:20 AM
Just since I think it would be awesome to allow even MORE user created content (let's be honest, that's a big draw for a lot of folks here), couldn't things like mounts be potentially added to crafting benches or mastery rewards? That would bypass any sticky situations with getting money directly from player's submission. Alternatively (and this is just throwing out something to chew on), if things like this WERE to be sold in the store at some point, maybe there could be some sort of "monthly dividends" deal -- for every X credits spent on an item created by a user during a month, Y credits are awarded to the creator at the end of that month.

We're trying out an experiment with the new hotdog skin and mount. If it works we'll be able to consider more.

We aren't a game designed to do direct rev share, but we are figuring out how to make sure we make it worthwhile for the creator. We need to do a lot more polish and work ourselves on these (VFX etc., although if you guys manage to create those it could cut down on that) so it's never something we'll be able to just open up, but we are keeping an eye out for opportunities to expand the type of content that makes it in to the game.

Stroman
01-27-2015, 10:52 AM
Welp... I can only mod items. Particles are out of my reach because PopcornFX refuses to work with me. Not sure why, but anytime I try to open a project or make a project, the entire window disappears. I still have a tab at the bottom of the screen I can click (as if minimizing and restoring the window) but when I click it, I just see a little tiny box that briefly flickers across my screen. I uninstalled and reinstalled several times, to try to fix it, and it did nothing. And when I try to create a new project using the "texture packages" i get an error saying its unable to unpack them. I have no idea whats wrong since I did the completely default install. The only thing I can think of is that it doesn't run on Windows 8.1 yet but I think that's unlikely.
So, yeah. I'm able to change mounts, and make my own costumes, but can't customize particle colors for those items. xD

Hover over the taskbar so you get the small preview window then right click and select maximize. Fwiw, popcornFX is an insanely deep rabbit hole as I am discovering.

Cougarkillz
01-27-2015, 11:00 AM
Hover over the taskbar so you get the small preview window then right click and select maximize. Fwiw, popcornFX is an insanely deep rabbit hole as I am discovering.

Oh... well then.... *facepalm*
Welp, step one has been taken, step 2... learn how to edit particle colors. xD

Aviarei
01-27-2015, 03:44 PM
I found this useful tutorial on the Popcorn FX Program; this video at least helps you get acquainted with the basics.

https://www.youtube.com/watch?v=Wp9aWQKXDFU

I haven't had time to try anything out yet, though!

Cougarkillz
01-27-2015, 04:08 PM
I found this useful tutorial on the Popcorn FX Program; this video at least helps you get acquainted with the basics.

https://www.youtube.com/watch?v=Wp9aWQKXDFU

I haven't had time to try anything out yet, though!

I've managed to open the particle effects that are in the trove folders... i just have no clue what to do with them once they are open... I'll be sure to check out that tutorial later to see if I can figure it out. xD

Stroman
01-27-2015, 04:56 PM
So I ventured down the rabbit hole and managed to come out with something. The neon night cycle is now the rainbow night cycle, there is a pretty steep learning curve to this software I will warn you, but once you get the hang of it, it's not too bad.
Imgur album (http://imgur.com/a/mAtXD)


http://www.youtube.com/watch?v=nqVXNYwUs6o

and here's the mod for anyone who wants it: https://www.dropbox.com/s/kj0kx9csrui548o/Rainbow_Cycle.zip?dl=0

Cougarkillz
01-27-2015, 06:56 PM
So I ventured down the rabbit hole and managed to come out with something. The neon night cycle is now the rainbow night cycle, there is a pretty steep learning curve to this software I will warn you, but once you get the hang of it, it's not too bad.
Imgur album (http://imgur.com/a/mAtXD)



and here's the mod for anyone who wants it: https://www.dropbox.com/s/kj0kx9csrui548o/Rainbow_Cycle.zip?dl=0

I got sooo close. I made a custom costume, and was trying to change the color of the fae abilities to match the fire costume. I managed to make a RED fae bomb, but when i loaded it up, Half of my costume reverted back to the "ice cold" costume. When I fixed the costume, the Particles went back to being the original color of the ice cold. And now my left hand is stuck as blue, while the rest is "fire red" and the particle change isn't working at all. xD
I'm taking a break for tonight, I'll have to continue tomorrow after sleeping.... spent too much time trying to unravel the secrets of popcorn.

Stroman
01-27-2015, 07:03 PM
I got sooo close. I made a custom costume, and was trying to change the color of the fae abilities to match the fire costume. I managed to make a RED fae bomb, but when i loaded it up, Half of my costume reverted back to the "ice cold" costume. When I fixed the costume, the Particles went back to being the original color of the ice cold. And now my left hand is stuck as blue, while the rest is "fire red" and the particle change isn't working at all. xD
I'm taking a break for tonight, I'll have to continue tomorrow after sleeping.... spent too much time trying to unravel the secrets of popcorn.
Make sure you add your custom textures into your mod, you need to create an additional folder under VFX labeled "Textures" and drop it in there.

Fastlex
01-27-2015, 08:44 PM
1.0.1 is the version
So does anyone know what's wrong?

Aviarei
01-27-2015, 09:50 PM
So does anyone know what's wrong?

I don't know what to tell you; I think the only difference between us when attempting to do this is that I'm using Windows 8 and you're using Vista. I've never used Vista or so much as looked at it, so if anyone else who IS using Vista and was able to get this to work, can you give some steps on how?

Sorry. :( I don't have all the answers, but I have a feeling our different Operating Systems might be the cause, and if not that, then I have no clue.

Cougarkillz
01-28-2015, 12:35 PM
Make sure you add your custom textures into your mod, you need to create an additional folder under VFX labeled "Textures" and drop it in there.

That.... that fixed it... I now have a red fae bomb. That is awesome. xD

IzayoiSakamichi
01-28-2015, 02:44 PM
Thanks for the guide! Really awesome job =)

Cougarkillz
01-28-2015, 06:49 PM
I'm almost done with creating a full red particle effect for the fae. I've got the bomb, and the attack, and the effect aorund the character when they teleport, but for some reason I can't change the effects around the clone left behind and I can't change the effect of the effects on the floating weapons during the ult. i changed the particle colors in popcorn and updated teh texture png, but its just not loading up... lol
Any ideas?

Stroman
01-28-2015, 10:11 PM
I'm almost done with creating a full red particle effect for the fae. I've got the bomb, and the attack, and the effect aorund the character when they teleport, but for some reason I can't change the effects around the clone left behind and I can't change the effect of the effects on the floating weapons during the ult. i changed the particle colors in popcorn and updated teh texture png, but its just not loading up... lol
Any ideas?
I could take a look, what pkfx files are you referring to?

Cougarkillz
01-29-2015, 12:15 AM
I could take a look, what pkfx files are you referring to?

That's just it, I'm not sure. haha, I haven't been able to figure out which file to change to affect those particles. I've tried the
character_common_ability_recall_hand_01.pkfx
and
character_common_ability_recall_center_01.pkfx
for the effect that's left around the clone when you teleport, but it didn't do anything.
and then the
character_pc_faeTrickster_02iceSkin_ability_faerie Dance_clone_ambient_01.pkfx
and
character_pc_faeTrickster_02iceSkin_ability_faerie Dance_clone_death_01.pkfx
for another shot at the clone effects.
And for the weapon, it was
character_pc_faeTrickster_02iceSkin_ability_weapon Clone_clone_ambient_01.pkfx
but it still shows up as the default purple even though i have it changed to red.
Would it be easier to upload the file somewhere so you can see what I changed? It was probably something stupid I'm missing.
(Just a side note, All my files are made to over ride the ice cold fae costume / particles)

Stroman
01-29-2015, 12:45 PM
That's just it, I'm not sure. haha, I haven't been able to figure out which file to change to affect those particles. I've tried...

common_ability_recall would be for the hub recall ability that all chars have, hence "common_ability"

As for the other pkfx you are on the right track you just need to modify character_pc_faeTrickster_02iceSkin_ability_faerie Dance_origin_01.pkfx and character_pc_faeTrickster_02iceSkin_ability_faerie Dance_destination_01.pkfx also
character_pc_faeTrickster_02iceSkin_ability_weapon Clone_01.pkfx

Cougarkillz
01-29-2015, 02:55 PM
common_ability_recall would be for the hub recall ability that all chars have, hence "common_ability"

As for the other pkfx you are on the right track you just need to modify

Hmm... I DO have those modified, and named correctly (just triple checked). Not sure why they aren't loading up in game... I wonder if there are textures that just can't be overwritten? Everything is being Over written except those two things. Not sure why....

Stroman
01-29-2015, 02:57 PM
Hmm... I DO have those modified, and named correctly (just triple checked). Not sure why they aren't loading up in game... I wonder if there are textures that just can't be overwritten? Everything is being Over written except those two things. Not sure why.... Are you able to upload your mod on a file sharing site?

Cougarkillz
01-29-2015, 03:38 PM
Are you able to upload your mod on a file sharing site?

Fire Fae DropBox (https://www.dropbox.com/s/o6jc20j8lfvcrv1/TheFireFae.zip?dl=0)
I'm literally JUST now learning how to use dropbox, so hopefully this works.
Like I said, I'm probably missing something stupid, but I'm stumped considering that a week ago I didn't even know how to mod a mount. xD

Stroman
01-29-2015, 05:30 PM
Well I did manage to get it to work, but only after exiting and reloading the mod several times. Looks like it may be an issue with the modloader itself. Only issue I saw with the mod is your textures folder being in the wrong place, as it turns out it is not needed since you used all "stock" textures.

Cougarkillz
01-29-2015, 08:00 PM
Well I did manage to get it to work, but only after exiting and reloading the mod several times. Looks like it may be an issue with the modloader itself. Only issue I saw with the mod is your textures folder being in the wrong place, as it turns out it is not needed since you used all "stock" textures.

My textures folder is in the wrong place? i thought it went just inside the zipped file. that's where the textures folder is in the actual Live folder. blueprints, particles, and textures are all in the Live folder.
Where should the textures folder be instead?

Stroman
01-29-2015, 08:26 PM
Textures should be located under VFX folder, but that only applies when you are creating new textures. Textures are the .dds files.

Cougarkillz
01-29-2015, 08:51 PM
Textures should be located under VFX folder, but that only applies when you are creating new textures. Textures are the .dds files.

actually, i just noticed there are TWO textures folders. one is capitalized as Textures and one is textures.
the one in the VFX folder is Textures, which contains dds files, the one in Live is textures, which contains png image previews.
But yeah, I'm using the same textures, just trying to recolor them, so I shouldn't need to really change the textures, i think....

Ixion
01-30-2015, 03:22 AM
I made Sprinkles into Cotton Candy! :D
Thanks for the tutorial and stuff

http://i.imgur.com/I4ET2Pi.png

LeonSteamhawk
01-30-2015, 11:01 AM
Does anyone know what the chair mounts are called in the blueprints folder? I'd like to make a custom chair mount of some kind, but I would need to find one of the pre-existing ones to use as a base.

Difinitus
01-30-2015, 01:52 PM
Does anyone know what the chair mounts are called in the blueprints folder? I'd like to make a custom chair mount of some kind, but I would need to find one of the pre-existing ones to use as a base.

Pretty sure it's the "C_M_recliner..." blueprints. It might be the Mastery one though.

Ignitas
01-30-2015, 03:03 PM
Does anyone know what the chair mounts are called in the blueprints folder? I'd like to make a custom chair mount of some kind, but I would need to find one of the pre-existing ones to use as a base.

Its C_M_recliner_meta50_ (http://chrmoritz.github.io/Troxel/#b=C_M_recliner_meta50_base) for the mastery version and C_M_recliner_ (http://chrmoritz.github.io/Troxel/#b=C_M_recliner_base) for the normal version.

Mikabella
01-30-2015, 03:55 PM
I made Sprinkles into Cotton Candy! :D
Thanks for the tutorial and stuff

http://i.imgur.com/I4ET2Pi.png

Would you be willing to give that mod out? :D Its so ******* cute :o

Ixion
01-30-2015, 08:20 PM
Would you be willing to give that mod out? :D Its so ******* cute :o

I've made a thread here (http://forums.trovegame.com/showthread.php?9342-Ixion-s-Cotton-Candy-Mount-Mod&p=44702#post44702) :D

chocobag
01-30-2015, 08:58 PM
I'm trying to mod a raptor mount. Naming it Candorian Carnivore

http://i.imgur.com/FnSvBvA.png

Med3d2dfx
02-03-2015, 07:04 AM
Hi! The video tutorial for PopcornFX is outdated for when you start a new project and the most recent tutorials can be found here: http://wiki.popcornfx.com/index.php

Ignitas
02-03-2015, 02:38 PM
I've released version 0.5 of zoxel on my zoxel fork https://github.com/chrmoritz/zoxel/releases/latest with these improvements compared to 0.4.8:
* improved Qubicle file support with handling of compression, BGRA and right handed z coords support (fixing the issues from step6 in the guide)
* a noisy fill tool with brightness or rgb noise with variable intensity (second free editor witch support this after Troxel)
* simple shade tool merged and fixed from another Zoxel fork by erp12 (https://github.com/erp12/zoxel)
* a OS X version
* pan with alt + right mouse button (<3 for touchpad users)
* improved fill tool performance
* build against recent version of python2, PySide/Qt4 and PyOpenGl

Aviarei
02-04-2015, 10:25 AM
I've released version 0.5 of zoxel on my zoxel fork https://github.com/chrmoritz/zoxel/releases/latest with these improvements compared to 0.4.8:
* improved Qubicle file support with handling of compression, BGRA and right handed z coords support (fixing the issues from step6 in the guide)
* a noisy fill tool with brightness or rgb noise with variable intensity (second free editor witch support this after Troxel)
* simple shade tool merged and fixed from another Zoxel fork by erp12 (https://github.com/erp12/zoxel)
* a OS X version
* pan with alt + right mouse button (<3 for touchpad users)
* improved fill tool performance
* build against recent version of python2, PySide/Qt4 and PyOpenGl

Thanks! I'll edit it into the first post!

CryoGX
02-05-2015, 04:46 PM
I really like this guide and it's helped me to complete my first modded mount, and will help me make armors and stuff in the future!!

However, I've run into a slight problem that I can't seem to properly fix.

I'm recoloring (definitely not making incredibly obnoxious) my Infinity PWN-E, and everything's worked fine in Zoxel except for the faceplate (which is a part that inherently lacks an attachment point; its position seems to be determined independently). For some reason, the face-plate model will hover in the air around 10 voxels above where it should be when ingame. Everything else about it is fine, and it is moved down as far as possible in the editor; just can't seem to get it to return to its normal position. (Increasing the model's amount of vertical space doesn't help)

I removed the modded faceplate alone from the modded mount to see if the normal iPWN-E plate would be in its normal spot and it was, so it's definitely something I'm doing; I just need a bit of insight as to how to fix this.


*ACTUALLY, the faceplate screws up even if you don't edit it at all. You can convert it to QB, do nothing, convert it back to blueprint, mod it in, and it will still be a few voxels too high. The heck? I'm starting to think the only way to actually do this is to replace the live folder's blueprint directly for the faceplate. I'll update after I get time to try it

Milambit
02-05-2015, 05:26 PM
I'd just like to thank you for posting this. This has been an immaculate reference for the modding projects I've engaged in.

So thank you for taking the time out to post this.

Yak
02-05-2015, 08:36 PM
Thanks so much for this guide!

http://i.gyazo.com/e7ddb11bd481086b75baee53aef0567e.png

FireflyArc
02-05-2015, 08:39 PM
oh thank goodness a tutorial. Just what I needed :D

Yak
02-05-2015, 09:15 PM
Really loving this <3


http://i.gyazo.com/6501847d1e2fa41ef8d6550326f65cc0.png

Aviarei
02-05-2015, 11:01 PM
Glad this could be some use to all of you!

Concerning the Pwn-E, I haven't looked into it myself, but is the attachment point on the faceplate hidden at all? did you accidentally paint over it? I've never messed around with the pwn-e model so I am not sure, though I know some people tinkered with it and was able to get it to come out fine.

CryoGX
02-06-2015, 06:54 AM
Glad this could be some use to all of you!

Concerning the Pwn-E, I haven't looked into it myself, but is the attachment point on the faceplate hidden at all? did you accidentally paint over it? I've never messed around with the pwn-e model so I am not sure, though I know some people tinkered with it and was able to get it to come out fine.

I'll look again, but I don't think it actually has one. I'll continue toying with it, though.

*Yeah, it doesn't have an attatchment point. If I take the original iPWN-E faceplate (straight from the Live folder's blueprints) and put it in as a mod, it works, but just by converting the faceplate to qb format at all (regardless of editing), converting it back, and putting it in as a mod causes it to float; it's weird o.o

Trey_O
02-07-2015, 01:09 AM
Thanks to you i'm living my life long dream of riding a cloud. You are AWESOME!!!

http://i.imgur.com/0ym7JOV.png?1

Gogetah
02-08-2015, 06:07 AM
I tried to make a mod for the Shadome. It didn't work.

And yes, i know how to use the mod loader.

Any helpful info?

Yeronix
02-08-2015, 03:25 PM
Seem to be having a little issue. When I drag the blueprint (the racing raptor in this case) over to the devtool_dungeon_blueprint_to_QB file it brings up a cmd window going through the files (as normal) but nothing happens after... no qpexport folder no files :(

Aviarei
02-08-2015, 05:40 PM
Seem to be having a little issue. When I drag the blueprint (the racing raptor in this case) over to the devtool_dungeon_blueprint_to_QB file it brings up a cmd window going through the files (as normal) but nothing happens after... no qpexport folder no files :(

It doesn't create a qbexport file, it puts .qbs in an existing qbexport file in Trove's Live folder. Have you looked in there?

If there aren't files in there, you dragged it to the wrong devtool, as there are a number in there and one with an almost identical name that turns .qbs into blueprints instead, and puts nothing in that folder.

Yeronix
02-08-2015, 05:51 PM
It doesn't create a qbexport file, it puts .qbs in an existing qbexport file in Trove's Live folder. Have you looked in there?

If there aren't files in there, you dragged it to the wrong devtool, as there are a number in there and one with an almost identical name that turns .qbs into blueprints instead, and puts nothing in that folder.

Yep I know it's a folder, that isn't in my live folder, I have also tried dragging on to each devtool :/
It's devtool_dungeon_blueprint_to_QB isn't it...

Aviarei
02-08-2015, 06:08 PM
Yep I know it's a folder, that isn't in my live folder, I have also tried dragging on to each devtool :/
It's devtool_dungeon_blueprint_to_QB isn't it...

Yeah. I don't see why that folder wouldn't be in there though; try rebooting glyph to see if there's any update, then run Trove vanilla to see if that'll put the folder in there.

Yeronix
02-08-2015, 06:33 PM
Yeah. I don't see why that folder wouldn't be in there though; try rebooting glyph to see if there's any update, then run Trove vanilla to see if that'll put the folder in there.

Still no dice. Also tried re-installing... no go. It's not giving an error or anything, and it seems to be exporting them, but to nowhere it would seem :/

Yeronix
02-08-2015, 06:35 PM
Just looked in appdata and found the devtool log, all the most recent entries are

"[2015-02-09 03:32:21.605+00][GEN.ERR] Failed to save to file C:\Program Files (x86)\Glyph\Games\Trove\Live\qbexport\C_P_knight_t orso_entities.blueprint"

Hum....

step6218
02-18-2015, 12:28 AM
Helps alot. :D

HelixSage
02-19-2015, 04:38 PM
IDK y but it wont let me do anything on zoxel... i tried opening the files but then I sit for ten minutes and nothing... I tried on the program Qubicle got everything modded but realized i cant turn the files back to blueprints because it changed the files to .qb --- QUBICLE and not the qb file! PLZ help im so confused on what I did wrong! :(

mrcaptainball
02-20-2015, 06:20 PM
this has bin work on for a long time and look like a dev would make it

JumpyBunny
02-23-2015, 05:53 PM
if it isnt too much to ask. Could you pleaaase do a hat tutorial, everyones confused by the instuctions provided on the forums. Can you do a Zoxel tutorial? Thanks.

Mioure
02-27-2015, 06:34 PM
Still no dice. Also tried re-installing... no go. It's not giving an error or anything, and it seems to be exporting them, but to nowhere it would seem :/
It was happening to me too. Just make a new folder in the live folder on your C:/ drive cand call it "qbexport". It should work after that.

LOLZOR
03-01-2015, 12:51 AM
How do i get the dev tool? Im a bit new to this creation stuff :3

Mioure
03-01-2015, 12:57 PM
How do i get the dev tool? Im a bit new to this creation stuff :3
Its already in the live folder.
go to where your trove is located.
mine is under C:/ -> Program Files (x86) -> Glyph -> Games -> Trove -> Live

AndreinaDevis
03-02-2015, 01:55 AM
I love It. It' s beautifull

chrisb29
03-05-2015, 01:18 AM
Hey I'm new to this and don't know how the modding works. Can other people see your mods or just you? And can you get banned for them? Thanks

CalamityKid
03-09-2015, 08:29 PM
WHAT IS WRONG HERE?
http://i.imgur.com/zC1LJGD.png
I made this using MagicaVoxel, and I have no idea of what went wrong. Send help... please...

GhosthunterZZ
03-22-2015, 11:18 AM
AH theres no QBexport HALP!

Sqwyt
03-22-2015, 11:23 AM
AH theres no QBexport HALP!

Create the folder urself within the trove folder.

GhosthunterZZ
03-22-2015, 11:42 AM
I can't find my new QBfiles...

Royal_Life
04-15-2015, 05:01 PM
In the Trove>Live file and don't see the .qb file converter..

Picture of my troubles \/

http://prntscr.com/6u9911

Aleksey
04-17-2015, 08:22 AM
In the Trove>Live file and don't see the .qb file converter..

Picture of my troubles \/

http://prntscr.com/6u9911

It's devtool_dungeon_blueprint_to_QB.bat. I can see it in your screenshot. Create a folder called qbexport, then drag your .blueprint file onto that .bat and the exported .qb file will be in the qbexport folder you created.

maimiamiu96
04-17-2015, 09:12 AM
OMG, so awesome, dont know how to build this, i sould learn how erly, i like make some thing
^^

Ploom
05-01-2015, 04:22 PM
Alright, so I figured out how to get everything installed. But I still have one question; What about the files for the knight's thigh? I don't recall seeing him having any in-game, and whenever I try to load them in the editor, it doesn't work.

PIHD4
05-05-2015, 08:06 AM
Look good! It would totaly fit my neon ninja :DD!

MinecadeSupport
05-09-2015, 03:37 PM
without you i wasn't going to know anything Thanks!

Angi
05-12-2015, 06:33 PM
Where do I find the files for the wings? I can only find the file for the basic mastery wings.

Andreez927
05-13-2015, 06:53 PM
where goes the attachment point on Shadome hat? .-.

Mioure
05-13-2015, 07:10 PM
Where do I find the files for the wings? I can only find the file for the basic mastery wings.
The UI for the wings (What shows up in the collections tab) is in the blueprints folder, while the wings themselves are all VFX and are located in the particles folder.


where goes the attachment point on Shadome hat? .-.
You'll have to play around with it and make your own attachment point. Its a bit off from the wiki. Just a test and retry type of thing.

Angi
05-14-2015, 12:04 AM
The UI for the wings (What shows up in the collections tab) is in the blueprints folder, while the wings themselves are all VFX and are located in the particles folder.

Ahh so if I wanted to mod wings, I would need to do it in Popcornfx? Or... o-o

Mioure
05-17-2015, 08:33 PM
Ahh so if I wanted to mod wings, I would need to do it in Popcornfx? Or... o-o
Yea. PopcornFX or another VFX editor compatible with Trove.

Bugvsbug
05-22-2015, 01:24 PM
if anyone knows what the files for classes look like i would love to know, thanks!

Zebnathen
05-25-2015, 03:29 PM
I don't have the qbexport folder for Stage 2.

Mioure
05-26-2015, 07:18 AM
I don't have the qbexport folder for Stage 2.
you have to make it

xxStaten
06-02-2015, 04:39 PM
Question... Since Qubicle is recommended, do you have to own one of the editions to be able to share mods made with it on here?

Kidplasma
06-08-2015, 12:06 PM
Quick question, I'm going to ask, even though I think I know the answer. We texture Classes piece by piece, not just on the Ui, correct? Or do we do both?

killerpirate02
06-30-2015, 08:24 PM
when i put the files into a folder, do i move them in? or copy & paste them in?

CreepyTheClown
07-02-2015, 02:26 PM
Well.....this needs updating...

killerpirate02
07-03-2015, 03:51 PM
there's no qbexport folder.. help pls >.<

Siimon
07-04-2015, 03:57 PM
I can't find any blueprints...


Any newer Mod guide that could help?

killerpirate02
07-04-2015, 04:23 PM
Well.....this needs updating...
yeah.. i can't do anything until someone either tells me what to do or updates this.....

Dusty_Mustard
07-05-2015, 02:41 PM
You guys don't need the entire thing remade to figure out how to mod. Most of this guide is still relevant. The parts that are different are explained here (http://forums.trovegame.com/showthread.php?24602-New-Tutorial-Modding-The-new-way.).

Aviarei
07-05-2015, 10:26 PM
I've linked TeeKayM's post in the main post of this thread.

ErikTheJester
07-11-2015, 12:53 PM
THANKS SO MUCH DUDE. ive always wanted to get a wasp mount. thanks!

ErikTheJester
07-11-2015, 12:53 PM
that said h0m0 btw)

Dypatome
07-26-2015, 11:01 AM
Not entirely sure why, but i can not mod anything because when i open my blueprints file the only things in there are archives and indexes, along with an equipment folder that has a ring folder in it, which contains another archive and index. Any suggestions as to why i do not have all of those blueprints like you have?

Milambit
07-26-2015, 11:54 AM
Not entirely sure why, but i can not mod anything because when i open my blueprints file the only things in there are archives and indexes, along with an equipment folder that has a ring folder in it, which contains another archive and index. Any suggestions as to why i do not have all of those blueprints like you have?

I'm currently working on a comprehensive tutorial that can be found here (http://forums.trovegame.com/showthread.php?25707-Guide-Comprehensive-Trove-Modding-Tutorial). Inspired by excellent tuts for the older process such as Avi's - Aviarei's tut here is awesome, but quite a bit has changed with how Trove does modding nowadays, such as the modloader not really working and only Trove Toolbox from Trovesaurus works properly in addition to a step involving extracting the archives.

Aviarei's tut has helped start the modding quest of numerous modders, but I'm afraid some info is dated, while other info is relevant.

Aviarei
07-26-2015, 01:40 PM
Linked Milambit's tutorial in the front post.

I don't know why people are still reading this one XD I guess I should remove it from my signature.

DA PURPLE GUY
07-28-2016, 12:02 AM
cant make a mod plz help me

B_Y3LL0W
07-28-2016, 12:18 AM
cant make a mod plz help me

I feel like there are some problems:

You shouldn't be necro-ing this thread. Instead, you should post a new thread.
This thread should be a sticky thread.