Beginning your plan
As you plan your mount be mindful of the overall aesthetic of the mount you are designing.
The overall atheistic of the mount should make sense if it were to be seen in real life perspective. The anatomy and details should fit with the overall theme or look of what the mount is either portraying or referencing.
Parts of the mount should also make sense to the model that you are using (or replacing in this case). There are many different kinds of mounts that each have their own parts and animation. The mount you are making should match with the animations that is used in the game. For example, making a cat-like mount that replaces a corgi mount will not make sense and therefore might not be accepted.
The Style Guidelines will significantly help with this part of the planning process. You should pay special attention to the section on Colors and shading.
Collecting Files for the Mod
Once you have decided on what kind of mount you want to make, you need to collect the files from the Trove directory in order to start working on the mod. Every mount in the game has several parts that make up the mount (legs, body, head, mouth, etc.) so all of the mount's files should be used to make the mod. The files for a mount can easily be found since all mounts' file names have a certain file name.
Extracting from .tfa Packages
- This process is also explained in the Trovesaurus database in a different way of you would like to review how they extract files. LINK
The Trove client now packages its files inside .tfa files, but the files are not encrypted or hidden and can still be extracted using the Trove client and a .bat file. There are several ways to obtain the files for the mount through the Trove directory, however all of them work the same way.
- Glyph Launcher
C:\Program Files (x86)\Glyph\Games\Trove\Live
- Steam Apps
C:\Program Files (x86)\Steam\steamapps\common\Trove\Games\Trove\Live
Open up a Text document and add the following information into the file. Afterwards, you will have to save it as "extract.bat" exactly where you added the "qbexport" folder.
trove.exe -tool extractarchive blueprints extracted\blueprints
Once you have created the .bat file, double click it to run the file. It may take a few moment to complete the extracting process. Once the extraction is complete, you will see a new folder being added at the same location called "extracted" where all the extracted .blueprint files are located.
Identifying the File Name
You want to know what files you would like to sue for your mod, knowing the name of the mod you are making will make things easier when looking for the right files for your mod. Each file of the mount has a certain identification that it follows in order for the game to reconize what kind of model it is and for what mount it corresponds to, here is how it is identified step-by-step.
- "c" shows that it is a Character Model
- The following "mt" shows that this character is a mount in the game
- Every mount has a certain model type. The name after "mt" determines what model the mount is using.*
- The mount might have a secondary name, this is usually identifying a different kind of mount from the original model. ex. Scoops file name (which is "C_MT_dog_scoops") is based off the "dog" model type.*
- After the secondary name, the file has a certain body part of the mount. These parts are shown in the game as its own body part (ex. legs, body, head, mouth/jaw, etc.).**
- *See Mount Model Type for more details or explore each mount in the wiki to see what type of model it is identified as.
- **The file may also have "ui" at the end, this is what the icon if the item will show in the game. (usually set to the head if there is no file ending in "ui")
Converting from .blueprint to .qb
You will have to have a copy of the blueprints you would like to use for the mod to another folder (the location where you would like to work on your mod). Select all the copied .blueprint files you want to convert and "drag and drop" on to the "devtool_dungeon_blueprint_to_QB" file. From there, the .bat file will convert the blueprints to .qb file. The converted .blueprint files will now be .qb files which will be located in the "qbexport" folder you can created in the beginning. Having these files will allow you to edit the parts using Voxel Editing Programs.
Making/Editing your Mod
Testing your Mod
Exporting your QB to use in TroveMaterial Maps), and 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 which is located at the same place where you converted the .blueprint files to .qb file. This should process the file into a blueprint and save it in your Trove/blueprint directory and make a copy of the blueprint file exactly where your original .qb files are located. 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.
Once you have all the files converted back to blueprints, proceed to installing your mod. See the guidelines in this wiki article.
Submitting your Mod
- See the guidelines in this wiki article
Rewards (after being accepted)
- 10,000 Supporter Credits
- 300 Redeemable Codes*
- 10,000 Supporter Credits
- 50 Redeemable Codes* for all 100 souls
- *Codes will not be granted immediately after being accepted and implemented in the game. One the item is released to the public it will be rewarded then.
Important legal stuff
By submitting any such content, you are agreeing to those terms, which include:
- All rights regarding the submitted content belong to Trion Worlds.
- The submitted content does not infringe upon any third party rights.