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The Legend of Zelda: Ocarina of Time/Unused Environment Settings

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This is a sub-page of The Legend of Zelda: Ocarina of Time.

Hmmm...
To do:
Proofread and rewrite. Also, not every location has a description of their respective unused environments, so write descriptions for every location's unused environments.

Environment Settings define the mood of the stage; they contain details about the lighting, what color the fog should be and how dense, and the map's rendering level. They can be located in the scene header at command 0x0C.

They are formatted as such:
0Cxx0000 yyyyyyyy
X = environments numbers
y = environment offset

The command 0x11, or "Skybox settings", also located in the scene header, can define two types of environments: the first kind, Normal, is a natural sky simulator that can simulate morning, day, evening and night, and the second type can be used to create different types of effects, like rainy days and nights, and underwater effects.

They can also be triggered two different ways: either by an actor, or being triggered by interacting with an associated collision polygon.

Contents

Tips for Finding Environments

  • Replace values.
  • Identifying IDs in polygon types.
  • Identifying polygon types used in a polygon array.
  • Identifying triggers in actors.
  • Identifying from cutscenes.

0x11 Skybox Settings

This group of Environments is used when the Skybox is enabled. This option will void all environments triggered by a collision polygon.
Normal
ID 0 Morning
ID 1 Afternoon
ID 2 Evening
ID 3 Night
Underwater
ID 4 Morning
ID 5 Afternoon
ID 6 Evening
ID 7 Night
Rainy Weather
ID 8 Morning
ID 9 Afternoon
ID A Evening
ID B Night

Unused Ambient Lighting

Inside the Deku Tree

The inside of the Deku Tree contains six unused ambient lighting, which include bright lighting with white fog, dark lighting, and red and green fogs. Interestingly, one of these effects, specifically the bright lighting and white fog one, is shown in a pre-release screenshot. These environment colors were certainly used in an old version of Deku Tree, like the one that existed in the Spaceworld 97 build. In the final version it was chosen to use only one, for unknown reasons, perhaps because of the rush to finish the game by the developers.

Setup 00 (Normal Gameplay)

ID 2 Pre-release Image
OoTEnvironment DT Unused2.png OoTEnvironment DT PRImage bright room.jpg
ID 1 ID 3 ID 4
OoTEnvironment DT Unused1.png OoTEnvironment DT Unused3.png OoTEnvironment DT Unused4.png
ID 5 ID 6
OoTEnvironment DT Unused5.png OoTEnvironment DT Unused6.png

Dodongo's Cavern

An ambient lighting setting for a lava pit, present in ID 3; it contains a fog very similar to ID 0. ID 4 is used for the lava pit in-game.

Setup 00 (Normal Gameplay)

Unused ID 03 Used ID 04
OoTEnvironment DC Unused.png OoTEnvironment DC Final.png

Gohma's Lair

Setup 00 (Normal Gameplay)

Contains various densities of red fogs, and some with harsh red underlighting.

ID 0 ID 1 ID 2
OoTEnvironment DTBoss Unused0.png OoTEnvironment DTBoss Unused1.png OoTEnvironment DTBoss Unused2.png

Inside Jabu-Jabu's Belly

Setup 00 (Normal Gameplay)

Contains settings similar to the boss room's environment settings.

ID 1 ID 2 ID 3
OoTEnvironment JJ Unused1.png OoTEnvironment JJ Unused2.png OoTEnvironment JJ Unused3.png

Setup 04

This ambient lighting is clear and has a light, blue fog. May have been used when you were in the presence of the Zora Sapphire.

ID 1 ID 2 ID 3
OoTEnvironment JJ Unused1 setup 04.png OoTEnvironment JJ Unused2.png OoTEnvironment JJ Unused3.png

King Dodongo's Lair

Setup 00 (Normal Gameplay)

ID 1 sets the scene with thick, blue fog and strong shadows. ID 2 is clear with bright underlighting. ID 3 is similar to 1, minus the fog.

ID 1 ID 2 ID 3
OoTEnvironment DCBoss Unused1.png OoTEnvironment DCBoss Unused2.png OoTEnvironment DCBoss Unused3.png


Barinade's Lair

This room contains both evening and night lighting, possible duplicates from the overworld settings.

Setup 00 (Normal Gameplay)

ID 2 ID 3
OoTEnvironment JJBoss ID2.png OoTEnvironment JJBoss ID3.png

Morpha's Lair

Setup 00 (Normal Gameplay)

ID 2 ID 3
OoTEnvironment WTBoss ID2.png OoTEnvironment WTBoss ID3.png

Ganondorf's Lair

Setup 00 (Normal Gameplay)

ID 2
OoTEnvironment GDBoss ID2.png

Tower Collapse Exterior

Setup 00 (Normal Gameplay)

ID 0 ID 3
OoTEnvironment TCE ID0.png OoTEnvironment TCE ID3.png

Temple of Time Exterior (Child - Day)

Setup 00 (Normal Gameplay)

ID 1 ID 2 ID 3
OoTEnvironment ToTECD ID1.png OoTEnvironment ToTECD ID2.png OoTEnvironment ToTECD ID3.png

Link's House

Setup 01, 02 (Cutscene)

ID 1 ID 2 ID 3
OoTEnvironment LH ID1.png OoTEnvironment LH ID2.png OoTEnvironment LH ID3.png

Lakeside Laboratory

Setup 00 (Normal Gameplay)

ID 1 ID 2
OoTEnvironment LL ID1.png OoTEnvironment LL ID2.png

Forest Temple

Setup 00 (Normal Gameplay)

ID 1 is clear, with thin white fog. ID 2 has hazier, brown fog and redder lighting, like in the presence of torches. ID 3 has a dense, blueish black fog with strong shadows. ID 4 has highly contrasted shadows with thick, cool grey fog. ID 10 is similar to 4, but with less contrasted shadows. ID B has super dense, cool blue fog.

ID 1 ID 2 ID 3
OoTEnvironment FT ID1.png OoTEnvironment FT ID2.png OoTEnvironment FT ID3.png
ID A ID B
OoTEnvironment FT IDA.png OoTEnvironment FT IDB.png

Fire Temple

Setup 00 (Normal Gameplay)

ID 1 has clear, red haze with strong shadowing. ID 2 has dense, black smokey fog or haze and neutral lighting, while ID 3 seems to use a mix of both environment settings.

ID 1 ID 2 ID 3
OoTEnvironment FireT ID1.png OoTEnvironment FireT ID2.png OoTEnvironment FireT ID3.png

Water Temple

Setup 00 (Normal Gameplay)

ID 3 has soft, strong shadowing. ID 4 uses sprase, azure mist and lighting.

ID3 ID4
OoTEnvironment WT ID3.png OoTEnvironment WT ID4.png

Spirit Temple

Setup 00 (Normal Gameplay)

ID 1 features fairly neutral lighting and shading. ID 2 has red lighting. ID 3 uses strong, blue shading. These same lightings are also present in the two unreferenced scenes of the Spirit Temple and are unused.

ID1 ID2 ID3
OoTEnvironment ST ID1.png OoTEnvironment ST ID2.png OoTEnvironment ST ID3.png

Shadow Temple

Setup 00 (Normal Gameplay)

ID 2 has yellow-red warm lighting. ID 3 has strong, purple-black shadows.

ID2 ID3
OoTEnvironment ShT ID2.png OoTEnvironment ShT ID3.png

Bottom of the Well

Setup 00 (Normal Gameplay)

This singular unused ambient lighting contains dark, moody lighting with soft shadows variations.

ID3
OoTEnvironment BW ID3.png

Ganon's Castle Tower

Setup 00 (Normal Gameplay)

Two lightings are unused here. ID 0 would apparently be used for one of the rooms or maybe the first room as its color settings are very similar to ID 1. ID 3 would apparently be used on the last staircase, before the fight against Ganondorf, the fog is quite intense and the orange color is different from what is normally used.

ID 0 ID 3
OoTEnvironment GCT ID0.png OoTEnvironment GCT ID1.png

Gerudo Training Ground

Setup 00 (Normal Gameplay)

ID 1 ID 2 ID 3
OoTEnvironment GTG ID1.png OoTEnvironment GTG ID2.png OoTEnvironment GTG ID3.png

Inside Ganon's Castle

Setup 00 (Normal Gameplay)

Apparently ID 7 should be used when the barrier is breached, however Saria's room lighting is used which is quite similar, leaving this ID unused.
ID 8 should be used when the castle barrier is broken, however ID 4 is used which is very similar.
ID B there is only difference in color blending settings, it is almost exactly the same as ID 16, 17 and 18, there is no environment similar to them in this map.
ID E, 13 appears to be placeholders, colors have been filled with black and white, and has neutral lighting direction.

ID 7 ID 8 ID B
OoTEnvironment IGC ID7.png OoTEnvironment IGC ID8.png OoTEnvironment IGC IDB.png
ID E, 13 ID 16, 17, 18
OoTEnvironment IGC IDE-13.png OoTEnvironment IGC ID16,17,18.png

Hyrule Field

Setup 00 (Child - Day)

An environment used by actor 0x165 is present in Child Link's scenes settings; however this actor is found only in Adult Link. The only difference with Child Link's copy is denser fog. IDs C, D, E and F are the four settings used during daytime.

Unused Used
OoTEnvironment HF Unused.png OoTEnvironment HF Final.png

Setup 06 (Title Screen)

During the cutscene, the lights for IDs 0, 1, and 3 are started, but ID 3 only appears when the camera goes to the Lost Woods for a very short time. Although they have small differences, IDs 2 and 3 are based on the morning of other setups.

ID 2 (Afternoon) ID 3 (Night)
OoTEnvironment HF Title Screen Unused.png OoTEnvironment HF Title Screen Unused3.png

Setup 08

Only the environment ID 1 is used, during the afternoon. IDs 0, 2 and 3 aren't used in the cutscene.

ID 0 ID 2 ID 3
OoTEnvironment HF Credits Screen Unused 0.png OoTEnvironment HF Credits Screen Unused 2.png OoTEnvironment HF Credits Screen Unused 3.png

Setup 11

This cutscene contains many unused environments. Because time doesn't pass in the cutscene, you can't see the environments for morning, evening and night. Interestingly, the underwater and Rainy Weather environments seem to be swapped; ID B has a copy in ID C, and ID D has a dark environment with a light green color.

Normal

ID 0 ID 2 ID 3
OoTEnvironment HF Impa Screen Unused 0.png OoTEnvironment HF Impa Screen Unused 2.png OoTEnvironment HF Impa Screen Unused 3.png

Underwater

ID 4 ID 5
OoTEnvironment HF Impa Screen Unused 4.png OoTEnvironment HF Impa Screen Unused 5.png
ID 6 ID 7
OoTEnvironment HF Impa Screen Unused 6.png OoTEnvironment HF Impa Screen Unused 7.png

Rainy Weather

ID 8 ID 9
OoTEnvironment HF Impa Screen Unused 8.png OoTEnvironment HF Impa Screen Unused 9.png
ID A ID B & ID C
OoTEnvironment HF Impa Screen Unused A.png OoTEnvironment HF Impa Screen Unused B.png

Unknown

A dark, dense environment. Maybe it was used for the Ganon exiting Hyrule Castle cutscene.

ID D
OoTEnvironment HF Impa Screen Unused D.png

Kakariko Village

Setup 02 (Adult - Day)

ID C-13 has bright lighting and haze, ID 14 has dense, warm haze and shadows, ID 15 has gray dense haze and red tinted shadows. ID 16 is ochre red in its thick haze and shadows, and ID 17 is just dark, with no haze.

ID C - 13 ID 14 ID 15
OoTEnvironment KV Unused C-13.png OoTEnvironment KV Unused 14.png OoTEnvironment KV Unused 15.png
ID 16 ID 17
OoTEnvironment KV Unused 16.png OoTEnvironment KV Unused 17.png

Kokiri Forest

Setup 00 (Child - Day)

Contains several unused rainy day environments. ID 8 is red-brown and thick with haze, ID 9 is similar but yellow and green toned. ID A is similar to 8, but a little lighter, and ID B is a thick, blue fog.

ID 8 ID 9
OoTEnvironment KF Unused 8.png OoTEnvironment KF Unused 9.png
ID A ID B
OoTEnvironment KF Unused A.png OoTEnvironment KF Unused B.png

Setup 04 (Farore Creates Life)

Contains two almost identical environments, but ID 0 has more dramatic shadows, and ID 3 has slightly cooler lighting.

ID 0 ID 3
OoTEnvironment KF ST04 Unused 0.png OoTEnvironment KF ST04 Unused 3.png

Setup 05 (The Deku Tree Dies)

Three different environments. ID 1 has an all engulfing, mint colored fog, while ID 2 has sharp green highlights. ID 3 is similar to ID 2, but with neutral highlights.

ID 1 ID 2 ID 3
OoTEnvironment KF ST05 Unused 1.png OoTEnvironment KF ST05 Unused 2.png OoTEnvironment KF ST05 Unused 3.png

Setup 06

Having one unused environment, ID3 is similar to the used one, but with darker shadows.

ID 3
OoTEnvironment KF ST06 Unused 3.png

Sacred Forest Meadow

Setup 04 (Learning the Minuet of Forest)

This scene has several, interesting lighting effects. ID 0 is almost sepia toned with no fog, and ID 2 is lemon yellow with a dense, neutral fog. ID 3 has dramatic night time lighting, but again with no fog.

ID 0 ID 2 ID 3
OoTEnvironment SFM ST04 Unused 0.png OoTEnvironment SFM ST04 Unused 2.png OoTEnvironment SFM ST04 Unused 3.png

Goron City

Setup 04

ID 1 has bright lighting and a thin, distant cool fog. ID 2 has no fog, but strong red lighting. ID 3 is dark, with dark shadows on the objects.

ID 1 ID 2 ID 3
OoTEnvironment GC ST04 Unused 1.png OoTEnvironment GC ST04 Unused 2.png OoTEnvironment GC ST04 Unused 3.png

Gerudo Training Ground

Setup 00 (Normal Gameplay)

This singular unused setting, ID 3, has dark, night time like lighting.

ID 3
OoTEnvironment GTG Unused 3.png

Zora's Domain

Setup 04

These scenes are all very similar, but ID 1 has a dense icy blue fog in the distance, ID 2 has warm lit objects, and ID 3 has darker, dramatic shadows.

ID 1 ID 2 ID 3
OoTEnvironment ZD Unused 1.png OoTEnvironment ZD Unused 2.png OoTEnvironment ZD Unused 3.png

Haunted Wasteland

Setup 00 (Normal Gameplay)

A very dramatic environment, these IDs feature washed out brown lighting and flat, brown shadows. These environment settings are just placeholders for underwater environments, as there is no water box on this map.

ID 4 - 7
OoTEnvironment HW Unused 4 - 7.png

Inside Ganon's Castle (Collapsing)

Setup 00 (Normal Gameplay)

ID 0 has blood red dense fog. ID 1 features darker fog and cool lighting. ID 2 has a bright white fog with identical lighting to 1, and ID 3 is clear, with soft, indigo blue shadows.

ID 0 ID 1
OoTEnvironment CGCI Unused 0.png OoTEnvironment CGCI Unused 1.png
ID 2 ID 3
OoTEnvironment CGCI Unused 2.png OoTEnvironment CGCI Unused 3.png

Ganon's Tower (Collapsing)

Setup 00 (Normal Gameplay)

ID 0 is moody, with a strong light source and thin, distant haze. ID 3 is dramatic and dark, clearest closest to the camera. ID 4 is similar to 3, but features even brighter lighting than ID 0.

ID 0 ID 3 ID 4
OoTEnvironment CGTI Unused 0.png OoTEnvironment CGTI Unused 3.png OoTEnvironment CGTI Unused 4.png

Death Mountain Crater

Setup 00,01 (Normal Gameplay)

ID 4,5,6,7 (Underwater - Dawn, Morning, Afternoon and Night)
OoTLightning dmc 4-5-6-7.png


Setup 02,03 (Cutscene 00,01)

ID 0 (Dawn) ID 2 (Afternoon) ID 2 (Night)
OoTLightning dmc cutscene00-01 0.png OoTLightning dmc cutscene00-01 2.png OoTLightning dmc cutscene00-01 3.png



Lon Lon Ranch

Setup 00,01,02,03 (Normal Gameplay) and 05 (Cutscene 01)

Lighting settings for use underwater are present but are completely black, maintaining only the standard polygon rendering.

ID 4,5,6,7 (Underwater - Dawn, Morning, Afternoon and Night)
OoTLightning LLR 4 5 6 7.png

Setup 06 (Cutscene 02)

ID 0 (Dawn) ID 1 (Morning) ID 2 (Afternoon)
OoTLightning LLR cutscene02 0.png OoTLightning LLR cutscene02 1.png OoTLightning LLR cutscene02 2.png

Ganon's Castle

Setup 00 (Normal Gameplay)

There are 3 bright lighting settings with IDs 0, 1, and 2, and a setting with ID 3 that is quite dark, possibly representing night. It’s not possible to identify the purpose of these lighting settings as they are not used.

ID 0,1,2 (Dawn, Morning, Afternoon) ID 3 (Night)
OoTLightning GC 0 1 2.png OoTLightning GC 3.png

Setup 01 and Unreferenced Scene (Cutscene 00)

ID 03 lighting does not start during the cutscene. The lighting is darker than the Setup 00 version.

ID 3 (Night)
OoTLightning GC cutscene 3.png