This does a couple of things: - The `custom_levels` folder was renamed to `custom_assets` and contains `levels`, `models` and `texture_replacements` folders for Jak 1, 2 and 3 in order to keep everything regarding custom stuff in one place. - With this, texture replacements now use separate folders for all games - A build actor tool was added that generates art groups for custom actors - Custom levels can now specify what custom models from the `models` folder they want to import, this will add them to the level's FR3. - A `test-zone-obs.gc` file was added, containing a `test-actor` process that uses a custom model as an example. The build actor tool is still very WIP, the joints and the default animation are hardcoded, but it allows for importing any GLB file as a merc model.
1.8 KiB
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.