Conversion Options
Texture Naming Conventions    ZZFORCE0x0   Specify start address to be 0x0, 0x4000, etc.            Perfect for textures residing within gameplay_keep   ZZTUNIC      Modulate "environment" color to texture. Use this for                 Link's tunic, gauntlets, and the bottle. This is less                 flexible than the ZZENV material naming convention, since                 it will be applied to all materials using this texture.Warning/Error Codes    A000         Data for an animation exceeds the game's 5 KB limit.             Simplify the animation or it may be unstable in-game.Mesh Naming Conventions
Collision Group names ending in For example, a climbable metal grate that you can fire arrows through would be named something like this: Here are all the options: // Ignore Settings   // Camera can pass through collision   IGNORE_CAMERA      // Link, enemies, etc. can pass through collision   IGNORE_ENTITY      // Deku Seeds, Arrows, Bombchus, etc. can pass through collision   IGNORE_AMMO   // Sound Settings   // Earth/Dirt   SOUND_DIRT      // Sand   SOUND_SAND      // Stone   SOUND_STONE      // Stone (wet)   SOUND_STONE_WET      // Shallow water   SOUND_SPLASH      // Shallow water (lower-pitched)   SOUND_SPLASH_1      // Underbrush/Grass   SOUND_GRASS      // Lava/Goo   SOUND_LAVA      // Earth/Dirt (duplicate)   SOUND_DIRT_1      // Wooden   SOUND_WOOD      // Packed Earth/Wood   SOUND_DIRT_PACKED      // Earth/Dirt (duplicate)   SOUND_DIRT_2      // Ceramic   SOUND_CERAMIC      // Loose Earth/Dirt   SOUND_DIRT_LOOSE      // Earth/Dirt (duplicate)   SOUND_DIRT_2      // Earth/Dirt (duplicate)   SOUND_DIRT_2   // Floor Settings   // Voids Link out, returns you to the last *scene* you entered   FLOOR_VOID_SCENE /* formerly FLOOR_PIT_SMALL */      // Voids Link out, returns you to the last *room* you entered   FLOOR_VOID_ROOM /* formerly FLOOR_PIT_LARGE */      // Instead of jumping, climb down   FLOOR_JUMP_VINE      // TODO: Elaborate on what 'Stop all momentum in the air' means   FLOOR_AIR_STOP      // Instead of jumping, step off the platform into falling state   FLOOR_JUMP_FALL      // Instead of jumping, activate diving animation/state   FLOOR_JUMP_DIVE      // Floor Settings (SPECIAL)         // Lava      FLOOR_LAVA            // Lava (TODO: What's the difference?)      FLOOR_LAVA_1            // Sand      FLOOR_SAND            // Ice      FLOOR_ICE            // No Fall Damage      FLOOR_NOFALLDMG            // Quicksand, passable on horseback      FLOOR_QUICKHORSE            // Quicksand      FLOOR_QUICKSAND            // Steep Surface (causes Link to slide)      FLOOR_STEEP      // Wall Settings   // Ledge grabbing impossible? (TODO: Confirm, elaborate better)   WALL_NOGRAB      // Ladder   WALL_LADDER      // Ladder (Top), makes Link climb down onto a ladder   WALL_LADDER_TOP      // Climbable Vine Wall   WALL_VINES      // Wall used to activate/deactivate crawling   WALL_CRAWL      // TODO: What's the difference?   WALL_CRAWL_1      // Pushblock   WALL_PUSHBLOCK      // Wall Damage   WALL_DAMAGE   // Ungrouped Settings   // Spawns "blood" particles when struck (used in Jabu-Jabu's Belly) (TODO: Walls, floors, or both?)   SPECIAL_BLEEDWALL      // Instantly void out on contact   SPECIAL_INSTAVOID      // Causes Link to look upwards (TODO: What does that even mean?) (TODO: Walls, floors, or both?)   SPECIAL_LOOKUP      // Epona can't walk on the polygon   NOHORSE      // Paths? Decreases surface height in raycast function by 1   RAYCAST      // Hookshot   HOOKSHOT      // Waterbox   WATERBOX   // optionally, WATERBOX_%d_%d_%d (WATERBOX_LIGHT_CAMERA_ROOM)   // light = environment/lighting setting to use while camera is inside waterbox   // camera = fixed camera setting to use   // room = room where waterbox is active (optional; if unset, will be active in all rooms)   // Settings requiring numbers   // WARP_%d: Scene Exit Table Index   WARP_      // CAMERA_%d: Mesh Camera Data Index ID   CAMERA_      // ECHO_%d: TODO: Confirm if this controls sound echo, music echo, etc.   ECHO_      // LIGHTING_%d: TODO: Confirm if this controls sound echo, music echo, etc.   LIGHTING_      // CONVEYOR_%d_%d_INHERIT: CONVEYOR_direction_speed_INHERIT   // direction range 0 - 360   // speed range 0.none, 1.slow, 2.medium, 3.fast   // INHERIT is optional; if enabled, a 0-speed conveyor triangle will have the speed of the conveyor triangle stepped on immediately before it   CONVEYOR_   |
