- In the 3D view properties sidebar, go to the
Fast64
tab, thenFast64 Global Settings
and setGame
toOOT
. - Set
F3D Microcode
toF3DEX2/LX2
. - Switch to the
OOT
tab. InOOT File Settings
, set your decomp path to the path of your OoT Decomp repository on disk. - In
OOT Tools
, click "Add Scene" to create a basic scene. - In
OOT Scene Exporter
you can choose the scene to replace or add. Some scenes have some hardcoded things that will cause them to break, so choose something likeMarket Entrance (Child Day) (Entra)
.
- To add a custom scene choose
Custom
in the scene search box, then choose in which folder you want to export the scene and which name you want it to be (note that Fast64 will force the scene name to be lower-case).
- Make sure you selected the right scene in
Scene Object
then click "Export Scene" to export it. When you clickAdd Scene
this is set automatically. - Compile and run the game. This was tested for commit ef56b01.
- (Optional) In the
View
tab you may want to increase theClip End
value. - Note: You can enable
Export as Single File
if you want to have your scene in the same format as the other ones in decomp. - Note: You can read this code to take a glance at what you can do for quality of life for testing.
In Blender, the "empty" object type is used to define different types of OOT data, including scenes and rooms. For scenes, there must be a specific parenting hierarchy:
This means that any geometry/actors/etc. not parented to the scene hierarchy will NOT be included in the export. Note that geometry/actors/etc. do not have to be directly parented to the room empty, as long as its in a descendant's hierachy somewhere. Cutscene empty objects needs to be parented to nothing.
Properties for empties/meshes can be found in the Blender object properties window.
Read the "Getting Started" section for information on scene exporting.
To add an actor you need to create a new empty object in Blender, the shape doesn't matter.
When the empty object is created you can set the Actor
object type in the Object Properties
panel.
To add actors to a scene, create a new Empty and parent it to a Room, otherwise they will not be exported in the room C code. Then in the Object Properties panel select Actor
as the Object Type. Use the Select Actor ID
button to choose an actor, and then set the Actor Parameter value as desired (see the list of Actor Parameters below).
Finally, every actors you are using needs their assets. In OoT they're called "Objects", if an actor is missing an object the code will not spawn the actor. To do this select the Room that your actor is parented to, select the "Objects" tab in its Object Properties window, and click "Add Item".
Then "Search Object ID" to find the actor object you need. For example, if adding a Deku Baba actor (EN_DEKUBABA) you need to add the "Dekubaba" object to the Room's object dependencies. Note that the object list must not contain more than 15 items.
Actor parameters can be found at https://wiki.cloudmodding.com/oot/Actor_List_(Variables). This documentation is NOT 100% accurate, you can get more informations with the OoT Decomp. Look for rot.z
and params
in the actor you want, some actors may use rot.x
and rot.y
.
The debug menu scene select can be found at SceneSelectEntry sScenes[]
in src/overlays/gamestates/ovl_select/z_select.c
.
The last field of a SceneSelectEntry
is the index into gEntranceTable
(found in src/code/z_scene_table.c
).
All exits are basically an index into this table. Due to the way it works it makes it difficult to add/remove entries without breaking everything. For now the user will have to manually manage this table. For more info check out https://wiki.cloudmodding.com/oot/Entrance_Table.
The scene object has a property called Draw Config
. This is an index into sSceneDrawHandlers
in src/code/z_scene_table.c
.
Each function in this table will load certain Gfx commands such as scrolling textures or setting color registers into the beginning of a RAM segment using gsSPSegment()
. In Blender, in the material properties window you can choose which commands are called at the beginning of the material drawing. For example, to get animated water you need to use segment 9 with the draw config 19 (0x13).
Note that there are different segments loaded between the OPA (opaque) and XLU (transparent) draw layers.
Additionally, for functions like Gfx_TexScroll()
, the x,y inputs are pre-shifted by <<2. For example, a % 128 means a repeat of the texture every 32 pixels.
Collision properties are found underneath the material properties. Water boxes and collision properties will have references the properties "Camera", "Lighting", and "Exit", which reference the indices of the scene cameras, scene light list, and scene exit list respectively. If you want separate visual/collision geometry, you can set per mesh object "Ignore Collision" or "Ignore Render" in object inspector window.
For bones, there are 3 bone types: Default, Custom DL, and Ignore. This can be set in the bone properties window. Default is a regular deformation bone. Ignore will not be handled by the exporter/importer. Custom DL lets you define the name of a DL that you want a bone to draw instead of drawing geometry from the armature. There is also an option for billboarding the specific geometry associated with the bone.
The armature properties window also has the option to set a LOD armature. This armature must have the same bone structure as your current armature.
To export a skeletal mesh, select an armature and then click "Export" for the armature exporter. Make sure there is only one bone without a parent (the root bone), as the exporter will choose the first parentless bone as the start bone of the armature.
To import a skeletal mesh, just click "Import" for the armature importer. You may encounter a couple issues:
- Certain colors are white/different: Some graphical effects are achieved through dynamic Gfx commands, such as tinting white textures. These effects will not be imported.
- Strange imported normals: Due to the behaviour of rotating vertices on a skinned triangle that differs between Blender and the N64, normals may look strange. Note that these normals will look correct if re exported back into the game (assuming the rest pose is not changed).
Note that rest pose rotations are zeroed out on export, so you can modify the rest pose of imported armature while still preserving its structure. You can do this by using the "Apply As Rest Pose" operator under the Fast64 tab or the OOT Skeleton Exporter section. Note that imported animations however still require the imported rest pose to work correctly.
There may also be an issue where some meshes import completely black due to the assumption that the F3D cycle mode is set to 2-Cycle, when it should really be 1-Cycle. Try changing the cycle type to 1-Cycle in cases where a dynamic texture pointer is not expected.
To import an animation, select the armature the animation belongs to then click "Import" on the animation importer. To export an animation, select an armature and click "Export", which will export the active animation of the armature.
Many actors in OOT will animate textures through code using a flipbook method, like with Link's eyes/mouth. A flipbook material will use a texture reference pointing to an address formatted as 0x0?000000. You can find the flipbook texture frames in the material properties tab underneath the dynamic material section. On import, Fast64 will try to read the provided actors code for flipbook textures. On export, Fast64 will try to modify texture arrays used for flipbook textures.
For Link, the eyes/mouth materials use flipbook textures. For Link animations you can animate these flipbook indices in the Link Animation Inspector, located in the object properties tab for an armature object. Note that the 0 index is reserved for the "auto" setting, and that flipbook texture indices start at 1.
- In the OOT Skeleton Exporter window, go to the Import Skeleton section, select "Mode" and switch it to "Adult Link."
- Click "Import Skeleton" to import the skeleton from your decomp repo set up in the the "Getting Started" intro.
- Replace/modify the mesh. When applying weights, make sure there is geometry weighted to every bone that is set to "deformable". Otherwise Link's skeleton may break in game, due to the way Link's actor handles some of its drawing code.
- For any new materials, make sure to go to material properties -> OOT Dynamic Material Properties -> enable segment C. This handles rendering for Link's reflection.
- To add your own eye/mouth materials, create a new F3D material, then go to material properties -> F3D Material Inspector -> Sources -> Texture 0 Properties:
- Set "Use Texture Reference".
- Set the texture size to the size of your textures.
- Ignore palette reference/size, those will be auto-generated if using CI textures.
- Set the texture reference to 0x08000000 (eyes) or 0x09000000 (mouth)
- To add different eye/mouth texture frames, go to the material properties tab, then scroll down to the Flipbook Properties.
- Once you've modified Link's mesh, go the OOT Skeleton Exporter window, go to the Export Skeleton section, select "Mode" and switch it to "Adult Link".
- Select Link's armature and then hit "Export Skeleton".
- If you're not using HackerOOT, make sure to set NON_MATCHING to 1 in the Makefile in the decomp repo.
- Most of Link's items are combined with his hand mesh. There are plans to simplify the process, but for now these models must be manually replaced using the display list importer/exporter. You'll also have to modify the DL arrays at the start of src/code/z_player_lib.c to include your own DLs if you're appending and not replacing.
- Common Issues:
- Corrupted mesh: Make sure the root, upper control, and lower control bones are the only bones set to non-deform.
- Incorrect waist DL: Go to src/code/z_player_lib.c and modify sPlayerWaistDLs to include your own waist DL.
Note on Link's bone-weighting requirements in depth: Heavy modifications of Links model can cause his matrices array to shift from what many display lists in the game expect. Changing the amount of display lists Link's skeleton has can cause some references to matrices in segment 0xD to break, and those display lists must be updated to reflect your changes.
- Import the character you want to modify.
- Skeleton: The name of the skeleton struct, of type FlexSkeletonHeader or SkeletonHeader. Usually found in the object files.
- Object: The "asset group" the skeleton belongs to. The name will be from "assets/objects/<name>/"
- Overlay: The location of the actor code, if necessary. The name will be from "src/overlays/actors/<name>/"
- Put it into a suitable rest pose, then click the "Apply As Rest Pose" button at the bottom of the OOT Skeleton Exporter section to apply it. It helps to import an existing animation to see how a good rest pose would look like.
- Animation Header Name: struct of type AnimationHeader or LinkAnimationHeader, found in the object files.
- Replace the existing mesh with your own.
- Export the skeleton back into the game. It is not necessary to re-fold the armature before export.
- If "Replace Vanilla Headers On Export" is enabled, then any reference conflicts should be removed.
- In the actor header file, (in src/overlays/actors/<name>/), set the joint/morph table sizes to be (number of bones + 1)
- In the actor source file, this value should also be used for the limbCount argument in SkelAnime_InitFlex().
Creating the cutscene itself:
To create custom cutscenes you need to get zcamedit, made by Sauraen.
- Start with using the
Add Cutscene
button from the OOT Panel. Name itCutscene.YOUR_CS_NAME
,YOUR_CS_NAME
being the name of your choice, it can be something like:Cutscene.fireTempleIntroCS
. Note that this object can't be parented to any object. - Select the cutscene empty object, then in the
Object Properties
panel click onInit Cutscene Empty
, thenCreate camera shot
. This will initialise the cutscene and add a basic camera shot with 4 bones. - Select the scene where you want to add the cutscene, and in the object properties go in the
Cutscene
tab then enableWrite Cutscene
. InData
selectObject
and inCutscene Object
select the cutscene empty object you just created. - Now you need to create the camera shot. The
Create camera shot
button from the cutscene object's properties panel will add a basic shot that you can edit. To have a better idea of the position/angle of one point of the shot, you can change the display of the armature in theObject Data Properties
panel (select the shot object first), chooseOctahedral
inViewport Display
thenDisplay As
. - As mentioned in the zcamedit repository, the first and last bone of the shot won't be actual camera points, it defines the start and the end of a cutscene, this means with the basic shot you'll have only 2 actual camera points. Either duplicate (
SHIFT+D
) or add a new bone to add more camera points. - You can edit the position and rotation of each bone in the
Edit Mode
after selecting the shot object. The "tail" (less large point) of a bone is the direction, and "head" (larger point) is the origin. - When you're done with your cutscene, start with exporting your scene (you don't need to export it everytime). When this is done, select the cutscene object you want to export and use
Export Cutscene
fromOOT Cutscene Exporter
in the OOT panel. In theFile
field, you can choose the scene of your choice (note that it can export into actors too). - Compile the game.
To get more informations about the game's cutscene system/camera system, read zcamedit's readme
Note: a "cutscene terminator" is a cutscene command that makes a scene transition. For example, this is used in the intro cutscene or in the credits.
Watching the cutscene in-game
To be able to actually watch your cutscene you need to have a way to trigger it, this can be done by an actor (for instance) or using the entrance cutscene table. This guide will be explaining how to use an entrance.
- Open
src/code/z_demo.c
and add an#include
with the path of the file containing your cutscene. - Add an entry at the end of
EntranceCutscene sEntranceCutsceneTable[]
, the format is:{ ENTRANCE_NUMBER, AGE_RESTRICTION, FLAG, SEGMENT_ADDRESS }
ENTRANCE_NUMBER
is the entrance index ingEntranceTable
AGE_RESTRICTION
defines if you want to play your cutscene only as child (set it to 1), as adult (set it to 0) or both (set it to 2)FLAG
is theevent_chk_inf
flag that will prevent playing the cutscene everytime, you can use something unused like0x0F
(https://wiki.cloudmodding.com/oot/Save_Format#event_chk_inf for more informations)SEGMENT_ADDRESS
is the important part. This is the memory address where your cutscene is located. Using the#include
will allow you to use the name of the array containing the cutscene commands in the file you exported you're cutscene, if you named the cutscene objectCutscene.YOUR_CS_NAME
then this array will be namedYOUR_CS_NAME
, use that name for the segment address.
- Example with:
{ ENTR_SPOT00_3, 2, EVENTCHKINF_A0, gHyruleFieldIntroCs },
ENTR_SPOT00_3
is the Hyrule Field entrance from Lost Woods, seeentrance_table.h
to view/add entrances2
means this cutscene can be watched as child AND as adultEVENTCHKINF_A0
is the flag set in theevent_chk_inf
table, this is a macro but you can use raw hex:0xA0
gHyruleFieldIntroCs
is the name of the array with the cutscene commands, as defined inassets/scenes/overworld/spot00_scene.c
,CutsceneData gHyruleFieldIntroCs[]
- Compile the game again and use the entrance you chose for
sEntranceCutsceneTable
and your cutscene should play.
Note that you can have the actual address of your cutscene if you use sym_info.py
from decomp. Example with gHyruleFieldIntroCs
:
- Command:
./sym_info.py gHyruleFieldIntroCs
- Result:
Symbol gHyruleFieldIntroCs (RAM: 0x02013AA0, ROM: 0x27E9AA0, build/assets/scenes/overworld/spot00/spot00_scene.o)
If you have a softlock in-game then you probably did something wrong when creating the cutscene. Make sure you set up the bones properly. The softlock means the game is playing a cutscene but it's probably reading wrong data. Make sure the cutscene is exported, if it's not export it again.