Hello, TOTK dataminer/modder here, I spent hours investigating the various things that make Hyrule Bounds, including the air walls all around Hyrule, and the invisible floor below the Depths. All my research can be found at the link in answer (if it doesn't get deleted) But basically, the depths floor is an actor called Exterminator. Exterminator is a ResidentActor, which means it is always loaded at any time in any world. Includes title screen, dungeons, main world, shrines... It's a giant box ranging from -5,975 to 5,975 in the X axis, -4,975 to 4,975 in the Z axis, and -3,975 to -2,975 in the Y axis. Its behavior is heavily copied from AirWalls that make part of Hyrule's giant invisiwalls, but it has a few differences: Pushing against its faces doesn't display "You can't go further." text, and its drifting force (see more about it in the linked doc above if you're curious, but basically AirWalls always try to push Link towards their nearest face from Link) is inferior to AirWall's, meaning if both clash the one from AirWall will win. Exterminator, being an AirWall, has very low/no friction, which means that objects that start a movement on it will not stop from air friction. It's hard to clip inside Exterminator because being an AirWall, it will also push you towards its nearest face from Link, which in most cases is the top part. But there's also the physical Out of Bounds starting at Y = -3,000 that despawns most objects in two to three frames. Depending on the world you're in, Exterminator behaves differently: - In MainField/MinusField (e.g. overworld + depths), it is a physical box that you can't enter by normal means. It also is using a random-like generated gloom map, that ends up being invisible because gloom needs the ground it's on to have a texture to display. When you render the ground, the gloom is visible (see the mod I made that renders all bounds of Hyrule, search for "Visible Hyrule Bounds" on GameBanana TotK). - In CDungeon, e.g. Shrines, it acts as an automatic void out area, though it's still a physical box that Link can't enter. - In LargeDungeon, e.g. the "unused" Dungeon worlds, it acts as a mix of the previous two, voiding you out and also being partially covered with Gloom. - In NormalStage, e.g. both Title Screen and the Prologue worlds, Exterminator is... weird and freaky. It's very volatile / instable, making the player and other objects void out/despawn at seemingly random places and times. Some weird collisions too. That's only a part of the research I did and if you're interested in the topic I really suggest taking a look inside the linked doc. Regardless, have a nice day!
8:57 This right here FINALLY explained a mystery that has been plaguing me for AGES about how my horse mysteriously died while i was riding Dinraal for dragon parts. Holy moly He got barbecued by the fire effect despite being nowhere near the dragon. oh my gosh. WOW.
For your information, you can use a hydro clip on any version to also make your way onto the depths floor, and it is completely frictionless, so you can infinity shield surf or build something with fans or rockets to NYOOOM under the map at lightspeed
One time after I beat Ganon in BotW, i was spit out in the unloaded version of Hyrule castle. The sanctum roof was gone, and Ganob's cocoon was just suspending on nothing. It was trippy.
For automatic level of detail generation, it is done by decimating vertices. Faces can be combined based on planar similarity. A dot product of their surface normal and neighboring faces' surface normals can determine if they are similar enough to be merged. The trickiest part of the algorithm is actually updating all the indices of vertices and their neighboring indices. But game devs use tools that already have that implemented well and automated. It is a similar operation to the decimate modifier inside blender 3d modeling software. And to get the billboard sprites at super low LODs, this is also automated by simply setting up the mesh in front of a camera and getting a single render.
The trees look like "imposters", which are slightly more than just a sprite. It's more like a set of sprites all taken from a different angle, and the one you see gets chosen based on your viewing angle.
btw, i used a glitch to fall throught the floor in the center if the caste, and i was suprised to find out that the astral observatory (where we fight calamity ganon) is still kind of there, with a rocky texture but the dome and cilinder are still there
Be carefulll when talking about "multiplayer" regarding Nintendo games which originally DONT have that included.... We don't want another Pointcrow situation...
While I can not speak for this game specifically, as I'm not sure what engine they use if custom or based on Unity or something. We do have Automatic LOD Calculations available to us in modern game engines including but not limited to Godot from my experience. It's designed for this exact case where manually creating the low poly models per asset would be cumbersome for so many assets. To say they didn't put an intense level of detail into the games optimization, and configuration of these optimization tools despite being automated in nature is still nothing short of impressive 😊
Ah, low poly Hyrule exploration. Always neat to see. But to answer your question about the Gloom floor, it's what dataminers have labelled the Exterminator. It technically exists in all maps, though on all maps except the MainField (shrines, unused dungeons, the prologue under Hyrule Castle, etc) it acts as a void out zone instead, stopping you from falling forever if you end up out of bounds. Below this, the game kinda breaks and does things like lock the camera and Link's movement, so it basically exists to stop him falling out the normal playfield like he could in the last game. Interestingly, in some maps it actually has both functionalities; it acts like a Gloom floor and a void out trigger at the same time. On another note, you can also get this low poly setup via glitches and in-game tricks too, no mods required. For example, escaping the Gerudo Town defence mission in TotK leaves you with a very similar (and very, very broken) map, since the game unloads basically everything so it can handle the swarm of enemies needed for that part of the game. This looks incredibly weird in towns, since it basically unloads everything except the collision. And I think you just fall straight through the Depths trigger too, since it unloads all the triggers and stuff in general. Either way, interesting video for sure!
What I noticed with the LOD, is the textures they can probably look the same and get away with it, as it doesn't use much. I've noticed with some games, bricks in walls sometimes look like there popping out to far, because the normals are turned on to high, which I'm thinking from Blender only needs to be used a little. Normals give the illusion of something popping out.
If you don’t know, you can get to the water hills and the layer below the depths using glitches (you can get there on the newest version too) and the water hills do have collision they just don’t have any near the chasms, and the layer below the depths has no friction
0:53 speaking of “for science” I’ve been trying for the longest time to jump, using the Mineru-bot- which negates fall damage, from a ledge atop one of the sky labyrinths; straight down into the depths, but I always lands on a Gloom covered rock or something, midway down the shaft that leads to The Depths. Has anyone been able to actually pull this off/is it even possible to do in normal game conditions?
luckily my game is in RPG maker and not 3D and yes: the intro works. if I can hold up the tempo there will be a demo ready for new year. (it's not the game I worked on before tho that's stuck in need of custom assets at the moment)
Same technique done for oot the lost woods in kokiri forest the hole where u climb to get the koriki sword the trees are 2d if u have mods to get up that far .
One time after I beat Ganon in BotW, i was spit out in the unloaded version of Hyrule castle. The sanctum roof was gone, and Ganob's cocoon was just suspending on nothing. It was trippy.
Hello, TOTK dataminer/modder here, I spent hours investigating the various things that make Hyrule Bounds, including the air walls all around Hyrule, and the invisible floor below the Depths. All my research can be found at the link in answer (if it doesn't get deleted)
But basically, the depths floor is an actor called Exterminator. Exterminator is a ResidentActor, which means it is always loaded at any time in any world. Includes title screen, dungeons, main world, shrines... It's a giant box ranging from -5,975 to 5,975 in the X axis, -4,975 to 4,975 in the Z axis, and -3,975 to -2,975 in the Y axis. Its behavior is heavily copied from AirWalls that make part of Hyrule's giant invisiwalls, but it has a few differences: Pushing against its faces doesn't display "You can't go further." text, and its drifting force (see more about it in the linked doc above if you're curious, but basically AirWalls always try to push Link towards their nearest face from Link) is inferior to AirWall's, meaning if both clash the one from AirWall will win.
Exterminator, being an AirWall, has very low/no friction, which means that objects that start a movement on it will not stop from air friction. It's hard to clip inside Exterminator because being an AirWall, it will also push you towards its nearest face from Link, which in most cases is the top part. But there's also the physical Out of Bounds starting at Y = -3,000 that despawns most objects in two to three frames.
Depending on the world you're in, Exterminator behaves differently:
- In MainField/MinusField (e.g. overworld + depths), it is a physical box that you can't enter by normal means. It also is using a random-like generated gloom map, that ends up being invisible because gloom needs the ground it's on to have a texture to display. When you render the ground, the gloom is visible (see the mod I made that renders all bounds of Hyrule, search for "Visible Hyrule Bounds" on GameBanana TotK).
- In CDungeon, e.g. Shrines, it acts as an automatic void out area, though it's still a physical box that Link can't enter.
- In LargeDungeon, e.g. the "unused" Dungeon worlds, it acts as a mix of the previous two, voiding you out and also being partially covered with Gloom.
- In NormalStage, e.g. both Title Screen and the Prologue worlds, Exterminator is... weird and freaky. It's very volatile / instable, making the player and other objects void out/despawn at seemingly random places and times. Some weird collisions too.
That's only a part of the research I did and if you're interested in the topic I really suggest taking a look inside the linked doc. Regardless, have a nice day!
link be gone.
@screret4794 Yes, TH-cam doesn't like it :(
Ohmagah, an echo found in the wild!
What are the "unused" Dungeon worlds?
2:54 Quick note: the singular of "vertices" is "vertex", not "vertice".
...the ITG boss song? o.o
8:57 This right here FINALLY explained a mystery that has been plaguing me for AGES about how my horse mysteriously died while i was riding Dinraal for dragon parts. Holy moly He got barbecued by the fire effect despite being nowhere near the dragon. oh my gosh. WOW.
haven't watched this channel since i was a kid. nice to see that you're still around
For your information, you can use a hydro clip on any version to also make your way onto the depths floor, and it is completely frictionless, so you can infinity shield surf or build something with fans or rockets to NYOOOM under the map at lightspeed
One time after I beat Ganon in BotW, i was spit out in the unloaded version of Hyrule castle. The sanctum roof was gone, and Ganob's cocoon was just suspending on nothing. It was trippy.
Bro finally remembered the account password 😭
How did you know that
FR
I'm just liking for the Klonoa pfp ngl
It's only been a month.
@@leahluostarinenthat's just a popular phrase on TH-cam, it's not to be taken literally...
For automatic level of detail generation, it is done by decimating vertices. Faces can be combined based on planar similarity. A dot product of their surface normal and neighboring faces' surface normals can determine if they are similar enough to be merged. The trickiest part of the algorithm is actually updating all the indices of vertices and their neighboring indices. But game devs use tools that already have that implemented well and automated. It is a similar operation to the decimate modifier inside blender 3d modeling software. And to get the billboard sprites at super low LODs, this is also automated by simply setting up the mesh in front of a camera and getting a single render.
The trees look like "imposters", which are slightly more than just a sprite. It's more like a set of sprites all taken from a different angle, and the one you see gets chosen based on your viewing angle.
amogn us
Floor below the depths sounds like it belongs on a Creepypasta iceberg.
Or just Dark Souls 1. The floor below "The Depths" is Blight Town.
btw, i used a glitch to fall throught the floor in the center if the caste, and i was suprised to find out that the astral observatory (where we fight calamity ganon) is still kind of there, with a rocky texture but the dome and cilinder are still there
Be carefulll when talking about "multiplayer" regarding Nintendo games which originally DONT have that included.... We don't want another Pointcrow situation...
While I can not speak for this game specifically, as I'm not sure what engine they use if custom or based on Unity or something.
We do have Automatic LOD Calculations available to us in modern game engines including but not limited to Godot from my experience. It's designed for this exact case where manually creating the low poly models per asset would be cumbersome for so many assets.
To say they didn't put an intense level of detail into the games optimization, and configuration of these optimization tools despite being automated in nature is still nothing short of impressive 😊
Asobo's engine actually has quite a similar LOD system to this in versatility!
They used the 'Lunchpack' engine, the same as Splatoon and Switch Sports.
Yes! I’m glad you’re back
He's been posting on Horror Scoped
@@caitlinabbott7895 awwww :( but I don’t blame him. Whatever works best!
Still thinking about that corn.
It was beautiful
Ah, low poly Hyrule exploration. Always neat to see.
But to answer your question about the Gloom floor, it's what dataminers have labelled the Exterminator. It technically exists in all maps, though on all maps except the MainField (shrines, unused dungeons, the prologue under Hyrule Castle, etc) it acts as a void out zone instead, stopping you from falling forever if you end up out of bounds. Below this, the game kinda breaks and does things like lock the camera and Link's movement, so it basically exists to stop him falling out the normal playfield like he could in the last game.
Interestingly, in some maps it actually has both functionalities; it acts like a Gloom floor and a void out trigger at the same time.
On another note, you can also get this low poly setup via glitches and in-game tricks too, no mods required. For example, escaping the Gerudo Town defence mission in TotK leaves you with a very similar (and very, very broken) map, since the game unloads basically everything so it can handle the swarm of enemies needed for that part of the game. This looks incredibly weird in towns, since it basically unloads everything except the collision. And I think you just fall straight through the Depths trigger too, since it unloads all the triggers and stuff in general.
Either way, interesting video for sure!
@@GamingReinvented we didn't label it as such, it's the name of the actor
I'm not quite sure how i did it, but in BotW on Wii U, I arrived to a low detailed Hyrule Castle. It didn't happen again afterwards.
Still looks better than Pokemon Scarlet
9:34 Dark Cloud 2 music detected! Yippee!
12:41 it's the area in modded ocarina of time where you fight the darknut.
The man with the nice voice returns
so exciting to see multiplayer zelda in totk
Imagine crash landing onto the land of tears of the kingdom but you have to stop every few seconds because the game has to load
What I noticed with the LOD, is the textures they can probably look the same and get away with it, as it doesn't use much.
I've noticed with some games, bricks in walls sometimes look like there popping out to far, because the normals are turned on to high, which I'm thinking from Blender only needs to be used a little. Normals give the illusion of something popping out.
Better looking than Fortnite TBH.
re: 2 player, I can see object weight being factored in to the ultrahand and needing both players to move things above a certain mass.
If you don’t know, you can get to the water hills and the layer below the depths using glitches (you can get there on the newest version too) and the water hills do have collision they just don’t have any near the chasms, and the layer below the depths has no friction
Ocarina Of Time is my favorite Zelda game ever, but I still get a kick out of your comparisons to it.
Swanky’s filling in while Kleric deals with his new hyperfixation
WHAT IS THE NAME OF THE WHITE HORSE WITH PINK SPOTS?! (i'm very jealous)
I just started TotK again a few days ago. What a coincidence, but a nice one.
ngl, i thought you ditched this account for your other yt channel.
im glad youre back and i really hope you'll finish sm64-minecraft
24 seconds? that's the earliest I've ever been!
Oh my goodness!
What happens to the depths when both Links are down there, but the one with LoD focus teleports out? Same for the inner sanctum.
Swanky video!! It’s a good day!
This video is so good it got me in the mood to play totk for the fourth time
Da Swankster is at it again!
Swanky's back and with Zelda! Excited for Switch 2?
Thanks for the info! Great video as always! (But FYI; "swimmed" is not a word. I think what you meant was "swum". XD) =)
0:53 speaking of “for science” I’ve been trying for the longest time to jump, using the Mineru-bot- which negates fall damage, from a ledge atop one of the sky labyrinths; straight down into the depths, but I always lands on a Gloom covered rock or something, midway down the shaft that leads to The Depths.
Has anyone been able to actually pull this off/is it even possible to do in normal game conditions?
You are amazing
I remember there was an out of bounds glitch that let you get below the depths.
You can using hydro clip I think
Is this the guy who talks in the botw and totk facts you didn’t know on gamespot
Hey, welcome back.
subscribing simply for the fact you're playing dark cloud 2 music in the vid
Is that dark cloud 2 music in the background of the video?
Was there a additional depths cut I wonder 🤔?
Very cool my dude!
5:09 that group of clouds to the right of the tower looks like a Yoshi
Think we can get something similar for this for the other zelda games like SKyward Sword or Twilight Princess?
If you Sheild surf st the bottom the friction value is set to zero so you can surf at high speed infinitely
Talking about ocarina of time, didnt you do this in that game?
luckily my game is in RPG maker and not 3D and yes: the intro works. if I can hold up the tempo there will be a demo ready for new year. (it's not the game I worked on before tho that's stuck in need of custom assets at the moment)
Like worlds in games they specifically make for box art or cutscenes
Ok but seriously what the flip are the Double-Depths supposed to be? What purpose does they have for existing?
Same technique done for oot the lost woods in kokiri forest the hole where u climb to get the koriki sword the trees are 2d if u have mods to get up that far .
Stop teasing me with your insanely cool multiplayer mods…
I want multiplayer in a real 3D Zelda game someday lol
We are so back since 2020!
1:40, I wanted the game to be even bigger.. 😁
Next game… my guess? We’ll have a massive underwater cave system ala subnautica to explore.
If not, I’ll do it myself.
@@ArtemisWasHere I'm glad someone agrees with me.. Once I'd unlocked all the skyview towers, I kinda wanted more..
nooooo don't get pointcrow'ed
They look like point clouds
lfg dark cloud music
reminds me of mario 64 low poly models
4 minutes to explain "We're gonna look at how the low LOD models look up close" is absolutely wild padding. Like just crazy amounts of padding.
Now focus on this “ rolls 30 secs of ads
Swanky has been gone for a year and has finally returned welcome back dude.
No he hasn't. They've posted a month ago. Idiot
HEEEEEEEEE'S BAAAAACCCCKKKKK!!!!!
God bless
Wasn’t expecting a Defunctland mention
SWANKYYYYYYYYYY YOU'RE BAAAAAAAAAAACK!!!!!!!! YESSSSSSS MY COMFORT TUBER HAS RETURNED
I love this haha
Hooray
Why does this guy sounds like shesez
Remember: LODs are being used less and less everywhere else, Nintendo is basically one of the only ones making as many LODs as they have
Wow
Welcome bank Swanky!!!
Yay! You returned!-🎹Mari
Blud uploaded again
Hello
Nice
too late
15 months too late
hii
hi
16 views in 1 minute, swanky box fell off
Now that I realized it, I can’t forget the similarity between the names lankybox and swankybox🥲
Yeah! More Swanky and Janky mechanics!
One time after I beat Ganon in BotW, i was spit out in the unloaded version of Hyrule castle. The sanctum roof was gone, and Ganob's cocoon was just suspending on nothing. It was trippy.