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

 P65.GOB

 Quaternius' Universal Animation Library walking, running, crouching
 and jumping as Jedi Knight keys on the multiplayer skeleton -- one
 character you drive by remote, and every misc\models.dat model playing
 the same moves side by side.

 [cogfactory / p65-motion-study]

 BUILD 3  --  2026-10-03   (first packaged 2026-10-03)
 sha256 1bb1413bef0cbc0f1bdf29154305a277

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

THIS PACKAGE
------------------------------------------------------------------------
  P65.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
------------------------------------------------------------------------
Drop P65.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 levels, cogs,
models and materials, and reads the stock resource/ for everything else.

On a libretro frontend such as RetroArch, unzip first and put P65.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/P65.GOB inside it, and will not start
unless that folder also holds resource/ (Res2.gob) from a real install.

CONTROLS
------------------------------------------------------------------------
  LEVEL 1 (the lab): you stand in a sealed booth and DRIVE the character in the hall with your normal controls: forward / back / strafe move him, the mouse or arrow keys turn him, your run key makes him SPRINT, crouch crouches him, tap crouch twice to CRAWL (jump or sprint ends it), your jump key jumps, 1..0 pick his weapon and fire fires it
  with Always Run ON every key press is the run tier, so he always sprints; to see him WALK, bind the Slow key or turn Always Run off for this level
  drive him onto the far platform of the LEFTMOST lane (across the narrow 0.10 gap) to go to level 2
  LEVEL 2 (p44's Imperial Outpost, emptied of troopers): the character patrols on his own by the level's baked navigation graph; walk somewhere and tap crouch twice and he comes to you

NOTES
------------------------------------------------------------------------
  along the hall's south wall stand all 28 multiplayer models from
  misc\models.dat, all playing the SAME key at once; every six seconds
  they switch to the next one and its name is printed (walk, run,
  walkback, strafes, crouch, crouch idle, crawl, jump, fall, land,
  turn, stand). Look for any model whose limbs come apart or bend the
  wrong way

  the keys replace only the MOVING-AROUND animations; firing, force
  powers, deaths with a weapon and swimming keep LucasArts' own keys.
  With a gun or the saber his legs move by UAL and his arms hold the
  weapon as LucasArts does

  his own speeds are a real person's (scaled by Kyle's measured
  height: 1.8 m = 0.185 units), so he walks and sprints far slower
  than Kyle runs

  your own weapon still fires from your booth when you fire: the
  character is invulnerable to it

  retail JKDF2 has not run any of this. A screenshot of the gallery
  and a word on how he moves are the most useful things you can send
  back

  build 3 (2026-10-03): the navigation graph (level 2) and the gallery
  (level 1) now rebuild themselves after a game load: without it,
  loading a saved game of the other level left the follower with no
  route and piled animations on the gallery models. Build 3 has NOT
  run in retail yet

WHAT IS IN THE GOB
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       121  episode.jk
    135610  jkl\p44outp.jkl
     43741  jkl\p65lab.jkl
     11469  cog\msctl.cog
     13229  cog\msfol.cog
      4431  cog\msgal.cog
     13295  cog\msnav.cog
      2647  cog\msprb.cog
      3481  cog\msrem.cog
      2975  cog\p44done.cog
      3356  cog\p44door.cog
      1691  cog\p44start.cog
       433  cog\p65exit.cog
       460  cog\p65kit.cog
      2257  3do\p44leafl.3do
      2253  3do\p44leafr.3do
      1858  3do\p64pil.3do
    299439  3do\key\msbk0.key
    357673  3do\key\msbk1.key
    260848  3do\key\msbk2.key
    144449  3do\key\mscb0.key
    183320  3do\key\mscb1.key
    134905  3do\key\mscb2.key
    144517  3do\key\mscf0.key
    183388  3do\key\mscf1.key
    134973  3do\key\mscf2.key
    259733  3do\key\msci0.key
    132496  3do\key\mscw0.key
    193605  3do\key\mscx0.key
    231366  3do\key\msd10.key
    237586  3do\key\msd20.key
    237478  3do\key\msdr0.key
    435269  3do\key\msf10.key
    222038  3do\key\msf20.key
    237478  3do\key\msfa0.key
    158780  3do\key\msfi0.key
    194216  3do\key\msfs0.key
     39712  3do\key\msh10.key
     52121  3do\key\msla0.key
    126358  3do\key\mslp0.key
    126360  3do\key\msri0.key
    546652  3do\key\msrn0.key
    618481  3do\key\msrn1.key
    618481  3do\key\msrn2.key
    299438  3do\key\mssl0.key
    357672  3do\key\mssl1.key
    260847  3do\key\mssl2.key
    299444  3do\key\mssr0.key
    357678  3do\key\mssr1.key
    260853  3do\key\mssr2.key
    222234  3do\key\msst0.key
    283353  3do\key\msst1.key
    207128  3do\key\msst2.key
     30471  3do\key\mstl0.key
     30476  3do\key\mstr0.key
    132569  3do\key\mswk0.key
    149189  3do\key\mswk1.key
    157430  3do\key\mswk2.key
     32908  mat\p44ceil.mat
     32908  mat\p44crat.mat
     32908  mat\p44door.mat
     32908  mat\p44floor.mat
     32908  mat\p44trim.mat
     32908  mat\p44wall.mat
      8332  mat\p64ceil.mat
      8332  mat\p64flr.mat
      8332  mat\p64pil.mat
      8332  mat\p64pit.mat
      8332  mat\p64wall.mat
       493  misc\ual-license.txt
      5355  misc\pup\msky.pup

  10048767  bytes in 71 entries

CREDITS
------------------------------------------------------------------------
  the animations are Quaternius' Universal Animation Library [Pro]
  (CC0 1.0, quaternius.com; the license is misc/ual-license.txt in the
  GOB and UAL-LICENSE.txt beside it), fitted to ky.3do by limb
  direction; the on-foot behaviour is a port of the aeronauts
  project's controller (three-player-controller 0.6.2); the navigation
  graph is p64's Path-Finder bake (MIT, after Recast, zlib); Kyle and
  the multiplayer models are LucasArts' own; everything else was
  generated by tools/cogfactory.

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

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