If you want an easy way to compare, OoT's beamblade model is also in it's gameplay_keep.zobj. Not much of a difference at all.
EDIT:
Meh, the only differences are the few bytes in the Display List data. The vertex data is identical byte by byte.
I've told him that. He still brings up the Amazing Grace thing. He think's it's anybody's right to do whatever they want with something that they modified.
I extracted the gameplay_keep.zobj file from MMdec.z64 and just loaded it with UoT.
I realize you were probably talking about the gameplay_keep offsets. Nevertheless, http://www.mediafire.com/?03cznha3tw2r3xq
So, yeah, the title explains it. I was testing out SharpOcarina's capabilities when I wanted to see if it could convert Display lists. I saves a new scene as a .zmap and I did some things from there. Eventually, this was my result:
I wouldn't doubt that, but there has to be some Mathematical way they built a program to decide the vertex colors. Adjusting them with it, how were they generated, is my question.
You can find a ZTE link on GlitchKill, but it's not the most working thing ever.
You can extract OoT Maps either with Nemu or OZMAV2. The textures aren't always the best, so you can edit vertexes with UoT.