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 Jedi Knight Level

 P57.GOB

 A long hall with 550 crates and consoles that are not in the level: a
 COG creates the ones near you and destroys the ones behind you, never
 more than a cap per kind.

 [cogfactory / p57-entitypool]

 BUILD 1  --  2026-09-22
 sha256 f0d14dc66c1016ede2d7f89f794e681c

 This level is not made or distributed by LucasArts
 Entertainment Co.
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THIS PACKAGE
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  P57.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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Drop P57.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 and
materials, and reads the stock resource/ for everything else.

On a libretro frontend such as RetroArch, unzip first and put P57.GOB in
the episode folder of your Jedi Knight folder, then load it from there.
The core treats the folder above the GOB's folder as the game folder,
reads the episode from episode/P57.GOB inside it, and will not start
unless that folder also holds resource/ (Res2.gob) from a real install.

CONTROLS
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  Walk east and back. Decoration appears a few units ahead and vanishes behind; the big consoles from further off than the small crates.

NOTES
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  experiment for the entitypool tool (tools/entitypool); the level is
  deliberately bare apart from the pooled things

  the dev log prints ENTPOOL CELL n ACT a FAIL f GONE g on every cell
  change; FAIL must stay 0

WHAT IS IN THE GOB
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        81  episode.jk
     58361  jkl\hall.jkl
     10781  cog\entpool.cog
     25110  cog\entpool0.cog
     21239  cog\entpool1.cog
      2188  mat\p57ceil.mat
      2188  mat\p57floor.mat
      2188  mat\p57wall.mat

    122136  bytes in 8 entries

CREDITS
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  Generated by tools/cogfactory in the openjkdf2_libretro tree.

  The readme format is styled after SM Sith Lord's cog headers,
  because his are the ones everybody read.

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