The COG Factory / Level Design Projects
Smuggler Den
Q. Do dense small rooms with many doors and crossfire sightlines make alien mercenaries read differently from Imperials — and what happens to a geometry checker in a level that kills the thing it is measuring with?
goto trips none of its three failure shapes — STUCK is gated on forward thrust and a corpse is never commanded forward — and all you get is never arrived; sectors visited [15]. The tell is one bit, SITH_TF_DEAD = 0x200, appearing between two 12-frame polls. The same walk one second after boot arrives in 49 ticks. And it is non-deterministic — same binary, same JKL, same manifest, one run arrives and the next stalls — so this level's manifest declares NO walks at all and the crossings are asserted at boot time by destination sector instead. Thirty sectors in a 3.80 × 4.15 footprint, 1.9 sectors per square unit, and nothing clamped in the bake.| archetype | Nar Shaddaa hideout, the anti-corridor |
|---|---|
| project | p48-smuggler-den |
| date | 2026-08-30 |
| built | 30 sectors · 460 surfaces · 30 adjoins · one cycle · 13 hostiles · 5 doors |
| package | P48.GOB, readme.txt, screenshot.jpg |
| build | 1 — 2026-09-05 |
| sha256 | ddacb272162eee986562cacdb120b030fb5a0e00322c2dc0249bdc3b0337a2f5 |
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
P48.GOB
A Nar Shaddaa smuggler hideout: nine small rooms packed against each
other, five blast doors that really open, and a common room with a
door in every wall. Thirteen aliens and mercenaries -- Rodians, Gran
and Gamorreans -- six of them melee, in rooms two strides across.
Clear the den to complete the mission.
[cogfactory / p48-smuggler-den]
BUILD 1 -- 2026-09-05
sha256 ddacb272162eee986562cacdb120b030
This level is not made or distributed by LucasArts
Entertainment Co.
========================================================================
THIS PACKAGE
------------------------------------------------------------------------
P48.GOB the level
readme.txt this file
screenshot.jpg what it looks like
INSTALLATION
------------------------------------------------------------------------
Drop P48.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
------------------------------------------------------------------------
PLAY IT: New Game, and pick COG Factory p48 Smuggler Den.
You start with fists, a Bryar pistol and a stolen STORMTROOPER RIFLE, plus 100 energy cells and 50 power cells.
FIVE DOORS OPEN -- walk up to one and press USE. Either leaf opens both, and they shut themselves after four seconds.
The crossbow is in the contraband store (east), the repeater in the hold below it, and the bacta tank up in the loft.
DO NOT LINGER IN THE MIDDLE OF THE COMMON ROOM. Four doorways see that square at once, and that is on purpose.
KILL EVERY HOSTILE to clear the den.
NOTES
------------------------------------------------------------------------
THE OPPOSITE OF A CORRIDOR. p44's outpost is rooms joined by
hallways, and a hallway is a place you meet one thing at a time.
This is thirty sectors in a 3.80 by 4.15 footprint -- 1.9 sectors
per square unit -- where every doored corridor is 0.40 long and 0.16
of that is the threshold itself. A corridor here is a door frame
with a stub at each end.
THE CROSSFIRE IS A MEASUREMENT, NOT A MOOD. The west and east
doorways' throats overlap over 0.160 world units of the common room;
the north and south pair overlap over the same. Where the two lanes
cross is a 0.160 by 0.160 square -- 1.23 times the player's own
width -- that all four open doorways can see at once. Miss that
alignment by 0.05 and the level still builds, still passes every
check, and quietly has no crossfire in it.
MELEE IS THE POINT. Six of the thirteen are Gamorreans with axes and
Rodian brawlers. A Gamorrean down a long corridor is a non-event; a
Gamorrean in a still 1.30 by 0.50 across is a problem you have to
solve with the door behind you.
FIVE DOORS THAT OPEN AND FIVE WELDED SHUT. Each working door is a
threshold cut into a corridor -- two sector halves 0.26 wide and
0.48 tall against the corridor's 0.35 by 0.58, so the set-back is a
reveal with real depth -- plus two 3DO leaves carrying half the door
texture each, which reassemble the picture when shut. The five
sealed panels are the same sheet at 1:1 on a 0.40 square.
AND IT IS LIT LIKE A HIDEOUT. Every other level in this tree lights
its rooms to one standard. This one has a per-room lamp: bright over
the common room and the still, dark over the bunks and the hold, and
nothing anywhere above the engine's own 1.0 clamp -- because
anything past that clamp is contrast you paid for and did not get.
WHAT IS IN THE GOB
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96 episode.jk
146044 jkl\p48den.jkl
2541 jkl\p48den.manifest.json
3400 cog\p48done.cog
3467 cog\p48door.cog
2701 cog\p48start.cog
2257 3do\p48leafl.3do
2253 3do\p48leafr.3do
32908 mat\p48ceil.mat
32908 mat\p48crat.mat
32908 mat\p48door.mat
32908 mat\p48floor.mat
32908 mat\p48trim.mat
32908 mat\p48wall.mat
360207 bytes in 14 entries
CREDITS
------------------------------------------------------------------------
Generated by tools/cogfactory in the openjkdf2_libretro tree.
Geometry authored through SED (github.com/smlu/SED) over the
cogfactory bridge.
LucasArts did not make this. Jedi Knight is theirs; this is a fan-
made level.
The readme format is styled after SM Sith Lord's cog headers,
because his are the ones everybody read.
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