

We are going to be placing a DE command to append display lists to that one. What we are going to be modifying is the data right after that 8th byte. When you are at 0x238C8 you should see an E7 command:Į7 00 00 00 00 00 00 00 This marks the beginning of a display list most of the time Go to 0x238C8 (Display list start) in the ZOBJ to replace the high-poly Biggoron's Sword.

It is time that we replaced one of the already existing swords (or another weapon if you want) with our sword. You are finished inserting the data into adult Link so that way if you go into UoT and you open up the ZOBJ, you will find your custom weapon as the very last display list. PASTE INSERT (not PASTE WRITE) the data you copied from the BIN file at then end. Then, Open up object_link_boy.zobj (the adult link ZOBJ) and go to 0x37800 (Which is the very end of the file). Go To 0x37800 (or whatever you put in the BAT file for option -a) and copy everything from there to the very end of the file since that is the actual data. Now, open up the newly made BIN file in a hex editor. When wotf.py is finished it will give you this "Display List: XXXXXX", jot down whatever the "XXXXXX" is because we will need that for later. Run WOTF.bat and wotf.py will open to make the conversion.

Our file we are converting is Example.objĪlright now place your OBJ, MTL, and texture folder all into the folder that holds wotf.py and obj2area. o Our output filename is custom_sword.bin a Our address to start writing to is 0x37800 Wotf.py -s 1 -b 06 -a 0x37800 -o custom_sword.bin Example.obj In the end our BAT file should look like this: At the end of BAT file we have the name of the file that we want to convert.Ġ5 : gameplay_field_keep OR gameplay_dangeon_keep The ouput can be anything we want like "custom_sword.bin". The address we want to begin writing data is 0x37800 since that is the end of Adult link's ZOBJ file. The base of most models is 06 (there is a list of bank values you could use following this paragraph). The length of Biggoron Sword in millimeters is around 6300 (I use the millimeters template, sorry ) so use that measurement to fix your scale. Open up Notepad or something of similar use.

Alright, so on to creating the batch (BAT) file! We will not be using -sa, -st because UNLESS you know the correct rotations and positioning for the model, -sa won't be of much help before viewing it in-game and I HAVE NO IDEA what -st is for ( textures?), DON'T MESS WITH IT. We will be using the options -s, -b, -a, -o. a : set start offset to start writing data to Here is the usage for obj2area's counterpart, wotf.py, which is used to create F3DEX2 display lists from wavefront OBJ So, you have created a really epic (BUT LOW-POLY) sword and you want use it in-game for OoT (and MM), this tutorial will teach just how it’s done! ^^ Ok, if you meet all of the above continue. *You have and have configured Rice's Video Plugin (To prevent graphic / video errors on emu’s) *You have a little knowledge of hex editing and display lists *The textures on your model must be 32x32 24-bit BMP's or 32x32 PNG's (higher releases of Obj2Area support bigger and smaller texture sizes, but. *You have Python Version 2.5.2 installed (to be able to run python scripts/programs) *You know the correct rotations (To fix up the model afterwards) *The sword cannot be too detailed or else it'll cause the game to crash (the highest I've ever tried and worked was 255 faces/polys) *You have the OBJ, MTL, and corresponding texture folder in the same folder as wotf.py or obj2area *You already have created your sword and exported it in the OBJ format ** I will be doing this on the OoT Debug ROM **īefore you begin this tutorial you must meet these assumptions:
