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 Jedi Knight Level

 P46.GOB

 A working Imperial supply depot in twelve sectors, whose ceilings run
 from a 0.50 transfer tunnel you duck through to a 1.50 gantry bay you
 cannot see the top of without looking up. Eleven Imperial OFFICERS AND
 COMMANDOS hold it -- not stormtroopers -- and clearing the last one
 takes the depot.

 [cogfactory / p46-supply-depot]

 BUILD 1  --  2026-09-05
 sha256 6fc522090413eaeb486402225b240f25

 This level is not made or distributed by LucasArts
 Entertainment Co.
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THIS PACKAGE
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  P46.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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Drop P46.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
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  PLAY IT: New Game, and pick COG Factory p46 Supply Depot.
  You start on the receiving dock with fists, a Bryar pistol, and a captured
    STORMTROOPER RIFLE with a hundred energy cells -- because eleven officers
    and commandos against a Bryar is not a fight.
  The depot is a RING: dock, low stores, mid stores, high bay, spine, office,
    and back to the dock. There is no dead end to back out of.
  The repeater is in the high bay, the crossbow in the office, and the bacta
    tank is in the far corner of the tallest room in the level.
  KILL EVERY OFFICER AND COMMANDO to secure the depot.

NOTES
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  THE CEILINGS ARE THE LEVEL. Twelve sectors spread over 0.50 to 1.50
  world units of height -- a three-to-one range, against p44's 0.48 to
  0.90 -- and every transfer tunnel is lower than both rooms it joins,
  so every doorway reads as a threshold. That effect is free: a
  doorway is the overlap of two faces, and the overlap in height is
  simply the lower of the two ceilings, so stepping out of a 0.50
  tunnel into a 1.30 dock is what the carve rule does rather than
  something built on top of it.

  A HEIGHT-BLIND LIGHT RIG BAKES A TALL ROOM BLACK, and it does it
  quietly. The shared rig hangs every lamp just under its ceiling and
  gives every room the same range, which is right when every room is
  about the same height. Here the high bay's lamps hang 1.43 above its
  floor, and I*(1-d/R)^2 at R=1.70 hands back one and a half percent
  of the lamp -- the floor of the biggest room in the level, predicted
  at 0.183 against an ambient of 0.170. Deriving each sector's range
  from its own height instead takes that floor to 0.600, and the whole
  level was tuned offline against a predictor that runs in
  milliseconds and cannot disagree with the engine.

  SED WRITES THE WHOLE TEMPLATE CHAIN, AND THAT WAS WORTH MEASURING.
  This level's enemies are a four-deep lineage the toolchain had never
  used -- icommandorpt over icommando over _humanactor over _actor,
  plus three projectile chains -- and a child template that arrives
  before its parent is dropped at parse with no log line at all. SED
  resolved all nineteen rows against its own master.tpl, in dependency
  order, together with every model, puppet, sound class, AI class and
  actor cog they name. The generator's injection fallback ran and
  added exactly zero rows.

  THE TRIM SHEET DID NOT FIT, AND NOTHING IN THE TREE WOULD HAVE SAID
  SO. The four band-sampling windows are constants of a shared module,
  fitted to an older sheet; this one came back divided at rows
  32/65/98 and the fourth window opens at row 94, so it would have
  sampled a band and a half. No geometry check looks at a texel. The
  generator measures the sheet's own band edges and resamples each
  band onto the rows the windows expect.

  ELEVEN ENEMIES, FOUR TEMPLATES, THREE WEAPONS, AND A KILL COUNTER
  THAT HAS TO SURVIVE THEM SHOOTING EACH OTHER. A cog thing symbol's
  default mask is 0x401 -- no sender, or a player -- and this garrison
  shares rooms while carrying +ebolt, +elaser and +eball. An officer
  killed by a commando's crossfire is an ACTOR-sourced kill that the
  default mask drops, which would leave a depot that can never be
  cleared.

WHAT IS IN THE GOB
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        98  episode.jk
    112483  jkl\p46depot.jkl
      2545  jkl\p46depot.manifest.json
      3331  cog\p46done.cog
      2979  cog\p46start.cog
     32908  mat\p46ceil.mat
     32908  mat\p46crat.mat
     32908  mat\p46door.mat
     32908  mat\p46floor.mat
     32908  mat\p46trim.mat
     32908  mat\p46wall.mat

    318884  bytes in 11 entries

CREDITS
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  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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