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[Guide] Importing Custom Zelda 64 maps with Sharp Ocarina!
This is meant to be a comprehensive guide on the usage of xdaniel's Sharp Ocarina, more recently updated by Nokabure.

First we're going to need to create a map to import of course.

[Image: Capture.png]

Once we have our map created, we're going to need to make everything one group. (Or object as Blender refers to them as), this should reduce lag in game.

In Blender it will look something like this.
[Image: Capture.png]

Now that that is done we are going to have to make groups for things that only actually need to be grouped. In Sharp Ocarina we will be able to make the water in this map transparent and animated, so that needs to be a separate group.

[Image: Capture.png]

Now that we have separated anything that strictly needs to be grouped, we need create a collision model. Basically the way OoT works is that there is one model that is loaded that is what the player actually sees, and another that is what the player can walk on and interact with, which is called the collision model. In this case if we were to import the same collision model and the same visual model Link would walk on top of the water, so this needs to be removed for our collision model.

Now that you have the two models you will need to export both as a Wavefront OBJ.

Make sure to triangulate all faces when exporting, if you're using Blender your settings should look like this.
[Image: Capture.png]

Also if you're using Sketchup they should look like this.

[Image: Capture.png]

Now that that is all done we're ready to import.


Open Sharp Ocarina and go to File > New Scene

It should look something like this.

[Image: Capture.png]

First name the scene if you would like, then set the special object to Dungeon if you're creating a dungeon, or overworld if this is an overworld map.

Then import your collision model.

If you intend to have animated textures like water set the scene function to use animated textures.

Now go over to the room tab.

Rooms ---------------------

Now go over to the room tab.

Go over here to where it says "Add Room" and load the visual model.

[Image: Capture.png]

Now that you have imported your model you should see all the groups you created earlier.

[Image: Capture.png]

For our water group we can enable transparency by lowering the alpha value, and we can also make it animate by checking the "Animated" box.

Waterboxes ---------------------

Currently if we were to import our map into the game Link wouldn't actually swim in the water, so to fix this we need to go back to the general tab.

Here we can add a waterbox to our map.

[Image: Capture.png]

As you can probably tell, the waterbox is too large and is not in the correct place, so we need to adjust the X and Z size, while also changing the X, Y, and Z positions.

Once you have configured the waterbox how you like, set the "Room:" value to 00.

And there we go!
[Image: Capture.png]

Scene Environment---------------------

Now that we're done with that we can head over to the Scene Environment tab. Everything here is pretty self explanatory, set everything to be how you like.

[Image: Capture.png]

Here is what I ended up with.

Room Environment---------------------

Now let's take a lot at the Room Environment tab. Everything here also kind of explains itself. If you want time to be frozen in your map set "Time Speed:" to 00.

[Image: Capture.png]

And there we go.

Objects and Actors---------------------

Now time for the fun part, adding actors. Actors are going to be the enemies, NPCs, cuccos, Trees, you name it that will be in our map.

[Image: Capture.png]
To add an actor simply hit the "Add" button in the Actor section.

Now that our actor is added into the map we need to define what the actor actually is. To do so hit this button that kind of looks like a Mario pipe.

[Image: Capture.png]

This will open up a window where you can choose which actor you would like. Once you are done with that you can move the actor around by changing it's X, Y, and Z positions.


Once you have finished adding actors in to your map you are finally ready to see your model in game! Go to File > Inject to ROM, and choose your OoT Debug ROM that you want to inject to. Sharp Ocarina will automatically add the objects that the actors need and inject your map into the ROM.

By default Sharp Ocarina will inject to Room 117 on the Map Select Screen.

[Image: Capture.png]
And here we are!
[Image: Capture.png]

[Image: Capture.png]

Hopefully this guide was useful, if you have any suggestions please let me know!

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