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 Jedi Knight Level

 P58.GOB

 A hall with a pit, a giant four-armed kraken over it, and six buttons.
 Make it wave its arms, smash the floor in front of it with a hand,
 fire concussion bolts from its eyes at you, sink into the pit and rise
 back up a stage at a time, and turn to face you. The groundwork for a
 kraken boss fight.

 [cogfactory / p58-kraken]

 BUILD 3  --  2026-09-30   (first packaged 2026-09-30)
 sha256 4d08fd07c15f5d2c5c63bd3290b4c821

 This level is not made or distributed by LucasArts
 Entertainment Co.
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THIS PACKAGE
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  P58.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
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Drop P58.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,
models and materials, and reads the stock resource/ for everything else.

On a libretro frontend such as RetroArch, unzip first and put P58.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/P58.GOB inside it, and will not start
unless that folder also holds resource/ (Res2.gob) from a real install.

CONTROLS
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  six button posts in front of the kraken, left to right: W wave (on/off), S smash, E eye bolts, U up a stage, D down a stage, T turn to face you (on/off)
  Use (Space) on a post; the posts are low, so look down at them
  the stages are sunk (all of it in the pit), eyes (its eyes level with yours), torso, and full (where it starts)

NOTES
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  the smash lands on the floor in front of the pit at the TORSO stage;
  at the other stages the hand comes down in the air

  the eye bolts are aimed at you when they fire. They are the stock
  enemy concussion bolt; stand clear of the posts or the post you
  pressed takes the hit

  the smash throws rock chunks and dust and its blast shoves anything
  within about a kraken's hand of where it lands

  the kraken is Gnarly's krakityasshoe.3do with ONLY its hierarchy
  rewritten: the same meshes, vertices and textures, given joints at
  the shoulders, wrists, neck, jaw, waist and down the tail

  the animations are generated keyframes in 3do\key: krkwave (a 4 s
  loop), krksmash (3.3 s) and krkeyes (2 s). The smash and the volley
  play OVER the wave if it is running

  the kraken uses the stock blank puppet ra.pup, so the GOB carries no
  .pup

  krakrig.3do points its eyes at crackereyes.mat, the file handed
  over; Gnarly's original names krackereye.mat

  cracker.mat is 2048 x 2048. OpenJKDF2 draws it; whether retail JKDF2
  does is part of the retail test

  tested in OpenJKDF2 only; retail JKDF2 has not run it

WHAT IS IN THE GOB
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        90  episode.jk
     12686  jkl\kraken.jkl
     11599  cog\p58krak.cog
    644367  3do\krakrig.3do
      2254  3do\p58bdanc.3do
      2254  3do\p58bdown.3do
      2254  3do\p58beyes.3do
      2254  3do\p58bsmas.3do
      2250  3do\p58btn.3do
      2254  3do\p58bturn.3do
      2248  3do\p58bup.3do
      2254  3do\p58bwave.3do
    501080  3do\key\krkdance.key
     46760  3do\key\krkeyes.key
     64838  3do\key\krksmash.key
    141870  3do\key\krkwave.key
   8388748  mat\cracker.mat
    131212  mat\crackereyes.mat
      8332  mat\p58bdanc.mat
      8332  mat\p58bdown.mat
      8332  mat\p58beyes.mat
      8332  mat\p58bsmas.mat
      8332  mat\p58bturn.mat
      8332  mat\p58bup.mat
      8332  mat\p58bwave.mat
      8332  mat\p58ceil.mat
      8332  mat\p58floor.mat
      8332  mat\p58pit.mat
      8332  mat\p58wall.mat

  10052924  bytes in 29 entries

CREDITS
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  The kraken (krakityasshoe.3do, cracker.mat, crackereyes.mat) is by
  Gnarly. The rig, the animations, the cog, the buttons and the hall
  were generated by tools/cogfactory in the openjkdf2_libretro tree.
  The sounds, the bolt, the rocks and the dust are stock JKDF2.

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

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