Taking an Initial Look

This is a series of screen shots from throughout Hyrule thus far.

These are not the permanent objects or textures, just placeholders for the time being.

I may upload a walk-through video soon.

Starting Screen (H8)

H8 OrigH8 TopH8


North one screen (H7)

H7 OrigH7 topH7

Labyrinth One entrance (H4)

H4 OrigH4 TopH4the_legend_of_zelda___17___18___level_1_by_mregaku-d71c4ol

Labyrinth Four Entrance (F5)

F5 OrigF5 TopDungeon 4 Entrance


The Overworld

The biggest thing I wanted was to be able to explore the land of Hyrule in a 3-D capacity.  Years ago I discovered a piece of software called L3Dt by Bundysoft.


This is what I used to import the initial height-map I had created based off of the original Legend of Zelda over-world map.

Below is the original map:

NES Hyrule:


And below is my height-map:

B&W Height-Map of Hyrule:

loz_heightmap_HM8This took a good number of steps before the map was even imported into L3DT.

Removing the color, adding grey and adding the screen grid.


Continuing to remove the color and add grey.


Adding more grey to define more heights.


All of the screens have their base altitude.  Numbers added to denote the RGB value of that area.


Removed the grid.


Removed the numbers.


And then finally it was imported into L3DT where I manually shaped the landscape from this very rough and blocky height-map.

Hyrule L3DT

Below is an aerial view of the first screen (Grid H8)

L3DT Start ScreenOnce I finished this up, I exported the height-map as a .BMP file.  This is not the first time I have created a height-map of Hyrule.  Long ago I used a terrain editor called T Ed (http://www.thegamecreators.com/?m=view_product&id=2102).

With this height-map, I initially attempted to import it into UDK.  There were some issues (which I later learned how to resolve), so I had given up.  My good friend who turned me onto UDK then showed me Unity.  From then on, that is what I have been working in.

The image had to be split up though, the terrain objects needed to be a power of two x power of two (128×128, 256×256 etc.)  The map was updated to have a large sea to the southern portion.

Hyrule 2048x2048

That was taken and then broken up into even 256×256 pieces.

For some reason, the original image had to be flipped along the horizontal axis to get it to import in the right orientation.

On import, I was getting a very unusual terrain block.  It was nothing like what I was expecting.  Turns out, you have to save the image as a grey-scale image with no additional indexed information.

PS Greyscale

Once the image is converted to grey-scale, you will then need to export it as a .RAW type file.

Below is after the map was imported and textured.  Some of the GUI is visible as well.

Unity Hyrule Start ScreenIt is in Unity that I have been able to import models, create scripts, add vegetation and explore all of Hyrule’s over-world.

Tomorrow I will go into more about what programs I am using in addition to Unity.

The Legend of Zelda Project


Hello and welcome!

This is going to be where I keep track my ideas and progress for my Legend of Zelda 3-D project.


Currently I am in the early stages of remaking the original Legend of Zelda (for the NES) in 3-D using the Unity engine.  The game will be faithful to the original and will have some small flourishes added as homage to the officially released timeline.


About Me

I have been a fan of the Legend of Zelda all of my life, the game was released in 1986, just a year after I was born.  It would be a couple of years before I actually laid hands on an NES Controller and actually played the Legend of Zelda for the first time.

Once I finally got a hold of the game, it was all said and done, I was hooked.  My father and uncle both played the game, they knew how to make maps with graph paper and keep track of important information.  It was fun and it was a family event.

I still remember the air of mystery about the game.  The world to explore, the dungeons to uncover, the treasures to find.  One of the things I remember best is my fear of the Wall Masters.  I am not certain why, but they always freaked me out.


On TV, there was the Legend of Zelda cartoon, it came on Friday when the Super Mario Bros. Super Show would be on.


There were also other forms of media.



This one below though, it is what stuck in my mind…

z1manual-03-04I wanted this.  It was a Legend of Zelda world map, but it was also like a model train set!!!

This project is my realization of my younger self’s dream of having the model that was pictured in the instruction manual.

I will be shooting for a style based directly on the actual in game sprites, the artwork from the instruction manual and artwork from other official sources.  One major influence on the style I am wanting to go with is an illustrator who worked for Nintendo, Katsuya Terada.

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His images were burned in my mind and I want to use his style to build the world the creators of the game wanted.

On Deviant Art, I was able to find an artist who had done the entire set of enemy sprites in a style I really liked.


His art melded the sprites and the images from the game manual in a way I really enjoy.

There is also a comic I found on Deviant Art in which I find ideas and inspiration.



The last image above I thought was really neat because it is exactly what I had done with the entrance to Labyrinth 1 in my remake.

Using the tools now available, I will be creating a version of the land of Hyrule through which we will be able to walk about in first person, or look down from above like in the original game.  The terrain, locations, items, secrets and enemies will all be included eventually.

In my next entry, I will go over my first steps and tools that were used as I started this project years ago.