Q. Can a reference photo's signature feature — a vaulted arcade of arches — be carved through the SED bridge and still be a level the engine walks? And then: what does a level owe its own honest-limits list?
Yes — and the second pass found the list was right about the geometry and wrong about the cause. Six POINTED arches carved through two solid arcade walls, walked both ways, two dais steps climbed. The detail pass then found every wall fixture turned 90° WRONG: a thing's local +Y is its facing, and each one was placed at yaw 0 against a wall whose normal is ±X, so a compound pier showed its 0.056 of depth instead of its 0.116 of width and half of it stood inside the masonry. It did not under-read because it was thin. Swapping
hole for passage then made the same arch procedure buy three lit window recesses and an apse; the trim sheet went from two bands on two surfaces to all four on five courses plus the meshes. 15 sectors, 472 surfaces, consistency 0.| archetype | Gothic keep |
|---|---|
| project | p30-gothic-keep |
| date | 2026-08-30 |
| built | 15 sectors · 472 surfaces · 35 lights · 11 fixtures |
| package | P30.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | 8b87e2bdb9381981191875f3a5077927b4b08dbc4e0b562f96f7fa591a35e144 |
Installing it
- Unzip it.
- Drop the
.GOBinto theepisodefolder of a Jedi Knight install — the one that already hasJK1.GOBin it. - Pick it from the episode list. On a libretro frontend, load the
.GOBitself as content.
The GOB carries its own level, cogs, materials and sounds and
reads the stock resource/ for everything else. There is no
retail game data in the zip.
These are living projects, not finished releases. A level is rebuilt whenever something is learned — a lighting rule, a texture orientation, a whole detail pass — and it keeps its filename through all of it. The build number is how to tell which one you have: it is printed in the readme inside every zip, and it only moves when the level's bytes actually change.
Screenshots
Textures generated for this project
The readme that ships with it
========================================================================
Jedi Knight Level
P30.GOB
Can a reference photo's signature feature -- a vaulted arcade of
arches -- be carved through the SED bridge and still be a level the
engine walks?
[cogfactory / p30-gothic-keep]
BUILD 1 -- 2026-09-05
sha256 8b87e2bdb9381981191875f3a5077927
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P30.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P30.GOB into the `episode` folder of a Jedi Knight install (the one
that already has JK1.GOB in it) and pick it from the episode list.
Nothing else needs to change: the GOB carries its own level, cogs,
materials and sounds, and reads the stock resource/ for everything else.
On a libretro frontend, point the core at the GOB itself. It needs a
folder beside it holding `resource/` from a real install -- that is
where the retail data lives and none of it is in here.
WHAT IS IN THE GOB
------------------------------------------------------------------------
96 episode.jk
136961 jkl\p30keep.jkl
3023 jkl\p30keep.manifest.json
7232 3do\gkaltar.3do
17105 3do\gkpier.3do
5542 3do\gksconce.3do
32908 mat\gkarch.mat
32908 mat\gkdais.mat
32908 mat\gkfloor.mat
32908 mat\gktrim.mat
32908 mat\gkvault.mat
32908 mat\gkwall.mat
367407 bytes in 12 entries
CREDITS
------------------------------------------------------------------------
Generated by tools/cogfactory in the openjkdf2_libretro tree.
The readme format is styled after SM Sith Lord's cog headers,
because his are the ones everybody read.
========================================================================












