jak-project/custom_assets
Hat Kid c476b84182
custom models: option to copy mod/eye draws from original model (#3800)
Two new flags were added to the Blender plugin to allow reusing the mod
and/or eye draws of the original model that is being replaced. Works
pretty well for eyes, but the blerc draws can cause some Z-fighting with
the non-moving parts of the model.

Also a small refactor to the merc replacement code to de-duplicate some
code by moving stuff to `gltf_util.cpp`.
2024-12-09 20:49:56 +01:00
..
blender_plugins custom models: option to copy mod/eye draws from original model (#3800) 2024-12-09 20:49:56 +01:00
jak1 custom levels: support vanilla skies and texture remapping tables (#3691) 2024-09-30 17:18:28 +02:00
jak2/levels/test-zone custom levels: support vanilla skies and texture remapping tables (#3691) 2024-09-30 17:18:28 +02:00
jak3/levels/test-zone custom levels: support vanilla skies and texture remapping tables (#3691) 2024-09-30 17:18:28 +02:00
README.md [wip] build actor tool (#3266) 2024-05-18 18:18:25 +02:00

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.