The COG Factory / Level Design Projects
Gothic Keep Redux
Q. Does modular design actually pay in this toolchain — can ONE four-way arch bay be carved, welded and fanned once, then cloned fourteen times into a hypostyle catacomb the engine walks? And can the arch's texturing be STITCHED off a simple surface instead of computed?
r = 2u, rise = u·√3 and the two arcs meet at 120° — all three proved offline before the editor was opened. Fifteen bays came from one carve and fourteen clones, worst vertex drift 0.00e+00. Then the streamlined order failed: a cut made before an adjoin exists leaves the two halves incongruent, because SED maintains both rings only when the adjoin is already there — so MakeAdjoin matched on corners, SED's own consistency check said 0, and T0.adjpair found 21 vertices against 13. A second fault hid underneath it: a clone's UV mapping reads back perfect in the editor and does not survive to the file (the module 0 flipped, its fourteen clones 496). And a third came from outside the build entirely — another agent launched a second SED, so every MENU and KEYBOARD command went to their editor while the bridge calls went to mine, because tools_window() is the first Tools form on the desktop. Pinning find_sed_processes to one pid fixes all of it in one line. It ships with 0 texture faces upside down, which nothing else in this tree can say.| archetype | Gothic catacomb, modular |
|---|---|
| project | p42-gothic-keep-redux |
| date | 2026-08-30 |
| built | 47 sectors · 2557 surfaces · 15 bays · 25 arch passages · 32 lights |
| package | P42.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | bd369b366407409b90050067b6f72396ed6163b850307499703f3a1f748577d4 |
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
P42.GOB
A hypostyle catacomb: fifteen bays on a square grid, every one of them
arched on all four faces, so wherever you stand you are at the
crossing of two arcades. Daylight down the right-hand aisle, tombs
down the dark left one, and a candlelit sanctuary at the end.
[cogfactory / p42-gothic-keep-redux]
BUILD 1 -- 2026-09-05
sha256 bd369b366407409b90050067b6f72396
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P42.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P42.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.
Start at the near end of the hall and walk toward the light.
NOTES
------------------------------------------------------------------------
THE ARCH IS AN EQUILATERAL ARCH, struck the way a medieval mason
strikes one: each of its two arcs is drawn from the OPPOSITE
springing
point, with the compasses set to the full span. That makes the
radius
equal to the span, the rise equal to half-span x sqrt(3), and the
two
arcs meet at the crown at exactly 120 degrees. Every arch in the
level
-- sixty carved faces, twenty-five passages, five windows and the
apse
-- is the same construction at two sizes.
IT IS ALL ONE BAY. The module is a single square room arched on all
four walls: a four-way arch crossing. It was carved once, welded
once,
fanned once and textured once, then cloned left and right into a
row,
and the row cloned four times down the hall. Fifteen bays, one
carve.
THE PIERS ARE NOT MODELS. Where four of the walls between bays
cross,
the 0.10 square of masonry left standing IS the pier -- so the
forest
of columns you walk through is the leftover of the grid rather than
anything that had to be placed.
LEFT AND RIGHT ARE DIFFERENT. Every bay is identical, and the two
outer walls are not: on the left the arches were simply never
opened,
which is what blind arcading is, and on the right each one is a
window
with a stone sill cut across it. All the light in the hall comes in
from that side.
WHAT IS IN THE GOB
------------------------------------------------------------------------
102 episode.jk
487692 jkl\p42keep.jkl
3463 jkl\p42keep.manifest.json
5722 3do\gkraltar.3do
3676 3do\gkrtomb.3do
32908 mat\gkrfloor.mat
32908 mat\gkrglass.mat
32908 mat\gkrtrim.mat
32908 mat\gkrvault.mat
32908 mat\gkrvous.mat
32908 mat\gkrwall.mat
698103 bytes in 11 entries
CREDITS
------------------------------------------------------------------------
Built with the COG Factory's SED bridge: the geometry was authored
inside the real editor by script, cloned with the editor's own
clone,
and checked by an engine that ran the level after every step.
Textures generated for this level; colormap from the stock game.
The readme format is styled after SM Sith Lord's cog headers,
because his are the ones everybody read.
========================================================================












