The COG Factory / Level Design Projects

Walker Yard

Walker yard — the radius is the plan
DOWNLOAD ZIP · 295 KBBUILD 12026-09-05
Walker Yard

Q. Can an AT-ST fit? Its collision radius is 0.300 — 4.6× a stormtrooper — where a p44-scale level runs 0.35 corridors and 0.90 ceilings. What does a level look like when the biggest enemy is a plan-validator input rather than a decoration?

The rooms are the output and the walker is the input. The yard is 9.70 × 5.00 × 4.00, copied from the only enclosed AT-ST room in the stock corpus; the personnel wing stays at p44 scale with 0.45 hatches the walker cannot follow you through. Fitting is not enough — maxrotthrust=10 is eighteen times slower to turn than a stormtrooper, so a room it merely fits in is a fight it cannot join. Two findings outlive the level. SED reads a CLASS COG's own template symbols and writes that closure too: placing one AT-ST produced seven template rows and sixteen resources including icommando and +atst_exp, which appear nowhere else and which zero of master.tpl's rows reference — proven with a control, and confirmed by killing the walker and finding the pilot in the thing pool. And a corpus survey must close over the inheritance graph: searching for atst missed iatst and jatst, nine placements read as three, and the level's own minimum-room number turned out to be measured rather than guessed.
archetypeWalker yard — the radius is the plan
projectp50-walker-yard
date2026-08-30
built11 sectors · 284 surfaces · one cycle · 9.70 × 5.00 × 4.00 yard · AT-ST + escort
packageP50.GOB, readme.txt, screenshot.jpg
build1 — 2026-09-05
sha25633795ffa160192657cf08ba981210cbaaab0225b67b9f1f1c8f0d6eaa5f7c625

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

p50wallp50floorp50ceilp50trimp50doorp50crat

The readme that ships with it

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

 P50.GOB

 An Imperial walker yard with an AT-ST standing in it, and a floor plan
 that was laid out around the walker rather than the other way round.
 The yard is 9.70 x 5.00 x 4.00 world units -- the bounding box of
 sector 172 of 14tower.jkl, which is the only enclosed room in shipped
 Jedi Knight that an AT-ST ever stands in. Six stormtroopers escort it.
 Under the yard runs a service tunnel with hatches too narrow for the
 walker to follow you through.

 [cogfactory / p50-walker-yard]

 BUILD 1  --  2026-09-05
 sha256 33795ffa160192657cf08ba981210cba

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

THIS PACKAGE
------------------------------------------------------------------------
  P50.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
------------------------------------------------------------------------
Drop P50.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 p50 Walker Yard.
  You start in the gate house with fists, a Bryar pistol, a REPEATER, a
    CONCUSSION RIFLE and a RAIL DETONATOR with 30 charges. You need them:
    the AT-ST has 400 health and its own script throws away ALL of your
    impact damage and three quarters of your energy damage.
  The service tunnel is reached through a hatch in the gate house floor-
    level wall and another in the maintenance bay. The walker is 0.600
    units across and those hatches are 0.450. It cannot follow you.
  KILL THE WALKER AND ALL SIX STORMTROOPERS to complete the mission.
  Something climbs out of the wreck. It is not counted.

NOTES
------------------------------------------------------------------------
  THE COLLISION RADIUS IS THE SPECIFICATION. An AT-ST's `movesize` is
  0.300 against a stormtrooper's 0.065 -- 4.6 times -- and it turns at
  `maxrotthrust=10.00` against a stormtrooper's 90.00, which is
  eighteen times slower. Fitting it into a room is the easy half; a
  room it merely fits in is a room it cannot turn to face you in, and
  the engine will not tell you that. Every room the walker can reach
  on this level is at least 3.00 x 3.00 in plan and 2.40 tall, and the
  yard itself is stock's own AT-ST arena copied to the millimetre.

  TWO SCALES, ON PURPOSE. The walker half of the level -- yard, gate
  house, maintenance bay, control room, and three gate throats 1.40 to
  1.60 wide -- is five to seven times the ceiling height of an
  ordinary corridor level and about eight times the floor area. The
  service tunnel under it is at ordinary scale: 0.50 wide, 1.05 tall,
  with 0.45 hatches. Standing in one and looking into the other is the
  whole level in one view.

  THE WRECK IS NOT EMPTY. The AT-ST carries a class COG that rolls a
  die when it dies and builds an Imperial commando out of the
  wreckage. That commando's template, its model, its animations, its
  sounds, its AI class and its own class COG all have to be in the
  level file even though no commando is ever placed in it -- and none
  of it is named anywhere except inside the walker's script.

  THE ORDNANCE IS ISSUED, NOT FOUND. A level's startup COG can arm the
  player directly, and this one does, because a 400-health target
  behind a damage-resistance table is not a fight you want to start
  with a pistol. There are more charges and a bacta tank in the stash
  at the end of the service tunnel.

WHAT IS IN THE GOB
------------------------------------------------------------------------
        96  episode.jk
    104256  jkl\p50yard.jkl
      2536  jkl\p50yard.manifest.json
      2689  cog\p50done.cog
      2402  cog\p50start.cog
     32908  mat\p50ceil.mat
     32908  mat\p50crat.mat
     32908  mat\p50door.mat
     32908  mat\p50floor.mat
     32908  mat\p50trim.mat
     32908  mat\p50wall.mat

    309427  bytes in 11 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.

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