The COG Factory / Level Design Projects

Gothic Keep Redux

Gothic catacomb, modular
DOWNLOAD ZIP · 398 KBBUILD 12026-09-05
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?

Yes to the carve and yes to the stitch — but a module cannot be FINISHED before it is cloned, and the reason is measured rather than preferred. Every arch here is an equilateral arch, struck the way a mason strikes one: each of its two arcs drawn from the OPPOSITE springing point with the compasses set to the full span, so 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.
archetypeGothic catacomb, modular
projectp42-gothic-keep-redux
date2026-08-30
built47 sectors · 2557 surfaces · 15 bays · 25 arch passages · 32 lights
packageP42.GOB, readme.txt, screenshot.jpg
build1 — 2026-09-05
sha256bd369b366407409b90050067b6f72396ed6163b850307499703f3a1f748577d4

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

gkrwallgkrfloorgkrvaultgkrvousgkrtrimgkrglass

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.

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