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jak1 levels
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dallmeyer committed Nov 9, 2023
1 parent ab43af4 commit c25ac72
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9 changes: 9 additions & 0 deletions custom_levels/jak1/ancien-mes-bug/ancien-mes-bug.gd
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;; DGO definition file for Awful Village level
;; We use the convention of having a longer DGO name for levels without precomputed visibility.

;; the actual file name still needs to be 8.3
("AMB.DGO"
("static-screen.o"
"ancien-mes-bug.go"
"plat-ag.go"
))
Binary file not shown.
120 changes: 120 additions & 0 deletions custom_levels/jak1/ancien-mes-bug/ancien-mes-bug.jsonc
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{
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
// the name of this file, and the folder this file is in must have the same name.
"long_name": "ancien-mes-bug",
// The file name, should be upper case and 8 characters or less.
"iso_name": "AMB",
// The nickname, should be exactly 3 characters
"nickname": "amb", // 3 char name, all lowercase
// Background mesh file.
// Must have vertex colors. Use the blender cycles renderer, bake, diffuse, uncheck color,
// and bake to vertex colors. For now, only the first vertex color group is used, so make sure you
// only have 1.
"gltf_file": "custom_levels/jak1/ancien-mes-bug/ancien-mes-bug.glb",

// automatically set wall vs. ground based on angle. Useful if you don't want to assign this yourself
"automatic_wall_detection": true,
"automatic_wall_angle": 45.0,

// if your mesh has triangles with incorrect orientation, set this to make all collision mesh triangles double sided
// this makes collision 2x slower and bigger, so only use if really needed
"double_sided_collide": false,

// available res-lump tag data types:
// int32, float, meters, vector, vector4m (meters)
//
// examples:
//
// adds a float tag 'spring-height' with value of 200 meters (1 meter = 4096.0 units):
// "spring-height": ["meters", 200.0]
//
// adds a vector tag 'movie-pos':
// "movie-pos": ["vector", [4096000.0, -176128.0, 1353973.76, 1.0]]

// The base actor id for your custom level. If you have multiple levels this should be unique!
"base_id": 100,

// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file.
// Note: You will still have to add them to your level's .gd file.
// Removed so that the release builds don't have to double-decompile the game
// "art_groups": ["plat-ag"],
"art_groups": [],

// Any textures you want to include in your custom level. This is mainly useful for things such as the zoomer HUD,
// which is not in the common level files and has no art group associated with it.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
"textures": [
// all textures required for the zoomer HUD
// "zoomerhud",
// "zoomerhud-dial",
// "zoomerhud-main-02",
// "zoomerhud-main-03",
// "zoomerhud-pieslice",
// "zoomerhud-heatbg-01",
// "zoomerhud-main-03arrow",
// "zoomerhud-main-03knob"
],

// Ambients you want to use in your custom level. Ambients can be used for various things like changing the music variation (flava),
// adding ambient sounds, level name hints, etc.
"ambients": [
// {
// "trans": [-21.6238, 20.0496, 17.1191, 10.0],
// "bsphere": [-21.6238, 20.0496, 17.1191, 15.0],
// "lump": {
// "name": "test-ambient",
// "type": "'hint",
// "text-id": ["int32", 557], // text id for the "POWER CELL" text
// "play-mode": "'notice"
// }
// }
],

"actors" : [
// {
// "trans": [-21.6238, 20.0496, 17.1191], // translation
// "etype": "fuel-cell", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-21.6238, 19.3496, 17.1191, 10], // bounding sphere
// "lump": {
// "name": "test-fuel-cell"
// }
// },

// {
// "trans": [-15.2818, 15.2461, 17.1360], // translation
// "etype": "crate", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
// "lump": {
// "name": "test-crate",
// "crate-type": "'steel",
// "eco-info": ["int32", 5, 10]
// }
// },

// {
// "trans": [-5.4630, 17.4553, 1.6169], // translation
// "etype": "eco-yellow", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
// "lump": {
// "name": "test-eco"
// }
// }
// {
// "trans": [-7.41, 3.5, 28.42], // translation
// "etype": "plat", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-7.41, 3.5, 28.42, 10], // bounding sphere
// "lump": {
// "name": "test-plat"
// }
// }
]
}
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;; DGO definition file for Awful Village level
;; We use the convention of having a longer DGO name for levels without precomputed visibility.

;; the actual file name still needs to be 8.3
("CGG.DGO"
("static-screen.o"
"craft-grind-gagin-run-parcourt.go"
"plat-ag.go"
))
Binary file not shown.
Original file line number Diff line number Diff line change
@@ -0,0 +1,120 @@
{
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
// the name of this file, and the folder this file is in must have the same name.
"long_name": "craft-grind-gagin-run-parcourt",
// The file name, should be upper case and 8 characters or less.
"iso_name": "CGGRP",
// The nickname, should be exactly 3 characters
"nickname": "cgg", // 3 char name, all lowercase
// Background mesh file.
// Must have vertex colors. Use the blender cycles renderer, bake, diffuse, uncheck color,
// and bake to vertex colors. For now, only the first vertex color group is used, so make sure you
// only have 1.
"gltf_file": "custom_levels/jak1/craft-grind-gagin-run-parcourt/craft-grind-gagin-run-parcourt.glb",

// automatically set wall vs. ground based on angle. Useful if you don't want to assign this yourself
"automatic_wall_detection": true,
"automatic_wall_angle": 45.0,

// if your mesh has triangles with incorrect orientation, set this to make all collision mesh triangles double sided
// this makes collision 2x slower and bigger, so only use if really needed
"double_sided_collide": false,

// available res-lump tag data types:
// int32, float, meters, vector, vector4m (meters)
//
// examples:
//
// adds a float tag 'spring-height' with value of 200 meters (1 meter = 4096.0 units):
// "spring-height": ["meters", 200.0]
//
// adds a vector tag 'movie-pos':
// "movie-pos": ["vector", [4096000.0, -176128.0, 1353973.76, 1.0]]

// The base actor id for your custom level. If you have multiple levels this should be unique!
"base_id": 100,

// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file.
// Note: You will still have to add them to your level's .gd file.
// Removed so that the release builds don't have to double-decompile the game
// "art_groups": ["plat-ag"],
"art_groups": [],

// Any textures you want to include in your custom level. This is mainly useful for things such as the zoomer HUD,
// which is not in the common level files and has no art group associated with it.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
"textures": [
// all textures required for the zoomer HUD
// "zoomerhud",
// "zoomerhud-dial",
// "zoomerhud-main-02",
// "zoomerhud-main-03",
// "zoomerhud-pieslice",
// "zoomerhud-heatbg-01",
// "zoomerhud-main-03arrow",
// "zoomerhud-main-03knob"
],

// Ambients you want to use in your custom level. Ambients can be used for various things like changing the music variation (flava),
// adding ambient sounds, level name hints, etc.
"ambients": [
// {
// "trans": [-21.6238, 20.0496, 17.1191, 10.0],
// "bsphere": [-21.6238, 20.0496, 17.1191, 15.0],
// "lump": {
// "name": "test-ambient",
// "type": "'hint",
// "text-id": ["int32", 557], // text id for the "POWER CELL" text
// "play-mode": "'notice"
// }
// }
],

"actors" : [
// {
// "trans": [-21.6238, 20.0496, 17.1191], // translation
// "etype": "fuel-cell", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-21.6238, 19.3496, 17.1191, 10], // bounding sphere
// "lump": {
// "name": "test-fuel-cell"
// }
// },

// {
// "trans": [-15.2818, 15.2461, 17.1360], // translation
// "etype": "crate", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
// "lump": {
// "name": "test-crate",
// "crate-type": "'steel",
// "eco-info": ["int32", 5, 10]
// }
// },

// {
// "trans": [-5.4630, 17.4553, 1.6169], // translation
// "etype": "eco-yellow", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
// "lump": {
// "name": "test-eco"
// }
// }
// {
// "trans": [-7.41, 3.5, 28.42], // translation
// "etype": "plat", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-7.41, 3.5, 28.42, 10], // bounding sphere
// "lump": {
// "name": "test-plat"
// }
// }
]
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
;; DGO definition file for Awful Village level
;; We use the convention of having a longer DGO name for levels without precomputed visibility.

;; the actual file name still needs to be 8.3
("KGL.DGO"
("static-screen.o"
"keira-gagin-lande-parcourt.go"
"plat-ag.go"
))
Binary file not shown.
Original file line number Diff line number Diff line change
@@ -0,0 +1,120 @@
{
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
// the name of this file, and the folder this file is in must have the same name.
"long_name": "keira-gagin-lande-parcourt",
// The file name, should be upper case and 8 characters or less.
"iso_name": "KGLP",
// The nickname, should be exactly 3 characters
"nickname": "kgl", // 3 char name, all lowercase
// Background mesh file.
// Must have vertex colors. Use the blender cycles renderer, bake, diffuse, uncheck color,
// and bake to vertex colors. For now, only the first vertex color group is used, so make sure you
// only have 1.
"gltf_file": "custom_levels/jak1/keira-gagin-lande-parcourt/keira-gagin-lande-parcourt.glb",

// automatically set wall vs. ground based on angle. Useful if you don't want to assign this yourself
"automatic_wall_detection": true,
"automatic_wall_angle": 45.0,

// if your mesh has triangles with incorrect orientation, set this to make all collision mesh triangles double sided
// this makes collision 2x slower and bigger, so only use if really needed
"double_sided_collide": false,

// available res-lump tag data types:
// int32, float, meters, vector, vector4m (meters)
//
// examples:
//
// adds a float tag 'spring-height' with value of 200 meters (1 meter = 4096.0 units):
// "spring-height": ["meters", 200.0]
//
// adds a vector tag 'movie-pos':
// "movie-pos": ["vector", [4096000.0, -176128.0, 1353973.76, 1.0]]

// The base actor id for your custom level. If you have multiple levels this should be unique!
"base_id": 100,

// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file.
// Note: You will still have to add them to your level's .gd file.
// Removed so that the release builds don't have to double-decompile the game
// "art_groups": ["plat-ag"],
"art_groups": [],

// Any textures you want to include in your custom level. This is mainly useful for things such as the zoomer HUD,
// which is not in the common level files and has no art group associated with it.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
"textures": [
// all textures required for the zoomer HUD
// "zoomerhud",
// "zoomerhud-dial",
// "zoomerhud-main-02",
// "zoomerhud-main-03",
// "zoomerhud-pieslice",
// "zoomerhud-heatbg-01",
// "zoomerhud-main-03arrow",
// "zoomerhud-main-03knob"
],

// Ambients you want to use in your custom level. Ambients can be used for various things like changing the music variation (flava),
// adding ambient sounds, level name hints, etc.
"ambients": [
// {
// "trans": [-21.6238, 20.0496, 17.1191, 10.0],
// "bsphere": [-21.6238, 20.0496, 17.1191, 15.0],
// "lump": {
// "name": "test-ambient",
// "type": "'hint",
// "text-id": ["int32", 557], // text id for the "POWER CELL" text
// "play-mode": "'notice"
// }
// }
],

"actors" : [
// {
// "trans": [-21.6238, 20.0496, 17.1191], // translation
// "etype": "fuel-cell", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-21.6238, 19.3496, 17.1191, 10], // bounding sphere
// "lump": {
// "name": "test-fuel-cell"
// }
// },

// {
// "trans": [-15.2818, 15.2461, 17.1360], // translation
// "etype": "crate", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
// "lump": {
// "name": "test-crate",
// "crate-type": "'steel",
// "eco-info": ["int32", 5, 10]
// }
// },

// {
// "trans": [-5.4630, 17.4553, 1.6169], // translation
// "etype": "eco-yellow", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
// "lump": {
// "name": "test-eco"
// }
// }
// {
// "trans": [-7.41, 3.5, 28.42], // translation
// "etype": "plat", // actor type
// "game_task": 0, // associated game task (for powercells, etc)
// "quat": [0, 0, 0, 1], // quaternion
// "bsphere": [-7.41, 3.5, 28.42, 10], // bounding sphere
// "lump": {
// "name": "test-plat"
// }
// }
]
}

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