The COG Factory / Level Design Projects

Ore Refinery

Industrial refinery
DOWNLOAD ZIP · 259 KBBUILD 12026-09-05
Ore Refinery

Q. Can a reference photo's VERTICAL layering — sunken pit, catwalk step, machine hall — be built as height steps the player actually climbs?

Yes. A pit BELOW the floor adjoined through a hole in it, a catwalk above reached by a three-tread stair. The walk runs [0, 4, 2] — hall, tread, catwalk. Revised: all three fixture families were rotated 90° wrong — railings ran ACROSS the pit lip, pipes jutted out of the wall — and nothing caught it, because a thing in the right sector at the wrong orientation passes every check the toolchain has. Two of the three hall lights were also outside the room, and the pit glow could not reach the hall floor at all: bake is gated on facing, so a light under a +z floor lights none of it.
archetypeIndustrial refinery
projectp31-ore-refinery
date2026-08-25 (rev 08-30)
built6 sectors · 58 surfaces · 47 things
packageP31.GOB, readme.txt, screenshot.jpg
build1 — 2026-09-05
sha256a2a60a35beadf68253bd637a00b7fbd324c775369c6b28267c2ab2ae6abbf201

Installing it

  1. Unzip it.
  2. Drop the .GOB into the episode folder of a Jedi Knight install — the one that already has JK1.GOB in it.
  3. Pick it from the episode list. On a libretro frontend, load the .GOB itself 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

orplateorcorrorgrateordoorormoltenortrim

The readme that ships with it

========================================================================
 Jedi Knight Level

 P31.GOB

 Can a reference photo's VERTICAL layering -- sunken pit, catwalk step,
 machine hall -- be built as height steps the player actually climbs?

 [cogfactory / p31-ore-refinery]

 BUILD 1  --  2026-09-05
 sha256 a2a60a35beadf68253bd637a00b7fbd3

 This level is not made or distributed by LucasArts
 Entertainment Co.
========================================================================

THIS PACKAGE
------------------------------------------------------------------------
  P31.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
------------------------------------------------------------------------
Drop P31.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
------------------------------------------------------------------------
        98  episode.jk
     42720  jkl\p31refin.jkl
      1292  jkl\p31refin.manifest.json
      5498  3do\orbeam.3do
      3800  3do\orpipe.3do
      7083  3do\orrail.3do
      2286  3do\orstrip.3do
     32908  mat\orcorr.mat
     32908  mat\ordoor.mat
     32908  mat\orgrate.mat
     32908  mat\ormolten.mat
     32908  mat\orplate.mat
     32908  mat\ortrim.mat

    260225  bytes in 13 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.

========================================================================