Custom Dark Link System
Mods that use, require, or build on the Custom Dark Link system are encouraged. If you publish a Dark Link equipment mod, it is recommended to link to a mod using this system on your mod page so users know what they need.
Making Compatible Equipment
The Dark Link model takes three equipment DLs placed in objects/object_torch2:
| DL Name | Slot |
|---|---|
gDarkLinkSwordDL | Sword |
gDarkLinkShieldDL | Shield |
gDarkLinkSheathDL | Sheath |
For positioning and rotation, treat it the same as a normal Adult Link equipment mod — just without hands.
Fade-in effect
If you want your equipment to fade in alongside Dark Link, set the following on every material your equipment uses:
- In the Color Combiner, set Cycle 2 A Alpha to
Combined Color Alphaand Cycle 2 C Alpha toEnvironment Alpha - Enable the Segment C checkbox under the combiner
On legacy Fast64 the Segment C checkbox may not work correctly — in that case, manually include the segment C call in each material file. On the latest HM64 Fast64 plugin Segment C is included automatically.
Making a Compatible Skeleton
Start by setting up your Dark Link model as normal, then follow these additional steps.
1. Enable deform on the sheath bone
Find and select bone 19 (the sheath bone). In the Bone Properties tab, enable the Deform checkbox.
2. Add the sheath vertex group
On your Dark Link model, add a new vertex group named exactly:
bone019_gDarkLinkSkelLimbsLimb_0046F0
A vertex group cannot be left empty, so add an extra triangle to your model and assign it to this group. To hide it, set your Transform Pivot Point to World Origin and scale it to zero with S → 0.
3. Color combiner setup
Apply the same fade-in color combiner setup as described for equipment — every material on the skeleton needs it. Segment C should work correctly even on legacy Fast64.
4. Export the skeleton
Export as normal.
5. Add CallDisplayList lines post-export
After exporting, manually add a CallDisplayList line to the display list files for bones 15, 18, and 19 to call the sword, shield, and sheath DLs respectively.
For example, the entry for bone 15 (bone015_gDarkLinkSkelLimbsLimb_0046B0_mesh_layer_Opaque) should begin with:
<CallDisplayList Path="objects/object_torch2/gDarkLinkSwordDL"/>