Q. Can a corridor be radial in CROSS-SECTION — an octagonal tunnel bore — rather than radial in plan?
Yes — and the detail pass found what the section is actually worth. State it ONCE as eight half-planes and the same lines that cut the bore carve its MOUTH into a chamber's flat wall, so a tunnel arrives in a room as a tunnel. That mouth is also the trap: SED repairs T-junctions, so every course and rib landing on the wall beside it plants a vertex on the adjoin's outline — thirty of them, against an engine cap of 24 (
sithSurface.c:309) past which the level does not load. Pin the chamber's courses to lines the mouth already has. The gutter was a trap too: 0.10 deep against a 0.070 step-up, so anyone who stepped in the water was stuck there forever.| archetype | Sewer tunnel |
|---|---|
| project | p37-sewer-tunnel |
| date | 2026-08-30 |
| built | 10 sectors · 450 surfaces · 16 things · 30 lights |
| package | P37.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | cd6452f72cbf7b25a73ecfe3b1df8d4b0ba332a07adc170c0cc87e0cca9237d8 |
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
P37.GOB
An octagonal stone bore running under the city, with a water gutter
down the middle and a dry ledge either side. It opens into a junction
chamber, a flooded cistern, a sluice room, a maintenance corridor and
a pump house -- and every tunnel mouth in a chamber wall is the shape
of the tunnel, not a square hole.
[cogfactory / p37-sewer-tunnel]
BUILD 1 -- 2026-09-05
sha256 cd6452f72cbf7b25a73ecfe3b1df8d4b
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P37.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P37.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.
CONTROLS
------------------------------------------------------------------------
Standard Jedi Knight controls -- this is a level, not a mod. Nothing
is rebound and no script runs.
You start at the south end of the tunnel. Walk north. The gutter is
shallow enough to step through, so both ledges and both side rooms
are reachable from anywhere.
NOTES
------------------------------------------------------------------------
THE SECTION IS THE POINT. The tunnel is radial in CROSS-SECTION
rather
than in plan: a flat floor, canted lower walls, upright sides,
canted
upper walls and a flat crown, cut as four diagonal cleaves through a
box. The two chamfers are deliberately DIFFERENT sizes -- a small
one
under foot so the ledge survives, a generous one overhead so the
vault
reads.
The same eight lines that cut the bore also carve its mouth into the
flat wall of every chamber it opens into, so a tunnel arrives in a
room as a tunnel.
ONE 128x128 TRIM SHEET does all the ironwork and all the wall
courses:
an algae waterline, a stone dado, rust bleeding down, and a riveted
iron band -- plus the grates, the valve, the pipes and the pump,
which
are skinned from the same sheet's iron rows.
Made with the COG Factory (openjkdf2). LucasArts did not make this
and
has nothing to do with it.
WHAT IS IN THE GOB
------------------------------------------------------------------------
97 episode.jk
121391 jkl\p37sewr.jkl
2652 jkl\p37sewr.manifest.json
12337 3do\swgrate.3do
5586 3do\swpipe.3do
5589 3do\swpump.3do
5526 3do\swrung.3do
22552 3do\swvalve.3do
32908 mat\swledge.mat
32908 mat\swrung.mat
32908 mat\swtrim.mat
32908 mat\swvault.mat
32908 mat\swwall.mat
32908 mat\swwater.mat
373178 bytes in 14 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.
========================================================================












