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This adds some new JSON entries to custom levels so they can support vanilla sky textures and the texture remapping tables, allowing for proper textures on objects that use `generic`, like dark eco pools or dying enemies. The comments explain it in more detail, but the gist is: For skies: - `sky` needs to be a vanilla level that has sky textures. - The alpha tpage (fourth entry in `tpages`) needs to be that vanilla level's alpha tpage (if `tex_remap` is the same level as `sky`, this will be handled automatically). - The tpage needs to be added to the custom level `.gd` and to `textures` in the JSON. - In `level-info.gc`, `sky` needs to be `#t`, your level's mood needs to call `update-mood-sky-texture` (the default mood, `update-mood-default`, handles this as an example) and `sun-fade` needs to be nonzero for the sun to show up. For `generic` textures: - `tex_remap` needs to be the name of a vanilla level. - When using a vanilla level's remap table, you need to adhere to the order of the files in that level's `.gd` in your own level. - Code files are first. - Then the tpages (in the order `tfrag`, `pris`, `shrub`, `alpha`, `water`). - Then the art groups. - Lastly, the level file. - The tpages need to be added to the `textures` in the JSON. |
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.. | ||
blender_plugins | ||
jak1 | ||
jak2/levels/test-zone | ||
jak3/levels/test-zone | ||
README.md |
Custom Levels
Disclaimer: custom levels are still in development and are missing most features.
The first three steps are already done for "test zone", so this can be used as a starting point.
1: File Setup
To create a custom level, copy the layout of custom_assets/jak1/levels/test-zone
. See test-zone.jsonc
for information on how to name things. The .gd
file also contains the level name.
2: Modify the engine
Modify goal_src/jak1/engine/level/level-info.gc
to add level info for each custom level. There is level info for test-zone
at the bottom that can be used as an example.
3: Modify the build system
Modify goal_src/jak1/game.gp
and add a custom level target:
(build-custom-level "test-zone")
;; the DGO file
(custom-level-cgo "TESTZONE.DGO" "test-zone/testzone.gd")
4: Export the GLTF file from blender.
For now, all meshes are displayed and treated as ground collision. This causes buggy collision because walls shouldn't use "floor" mode.
Blender will create a .glb
file, which must have the name specified in the .jsonc
file and should be located in custom_assets/jak1/levels/your_level
5: Rebuild the game
Any time the .glb
file is changed, you must rebuild the game. Launch the compiler (goalc
) and run (mi)
to rebuild everything. It's recommended to leave the compiler open - it will remember files that haven't changed and skip rebuilding them.
6: Go to the custom level
Start the game in debug mode gk
.
In the compiler window, run (lt)
to connect to the game. You must run this again every time you restart the game. If this doesn't work, there could be a firewall issue and you must allow goalc/gk to use the network. They don't make any outside connections.
In the compiler window, run a command like (bg-custom 'test-zone-vis)
to load and start at a custom level.