Luminar LightWhile recording the original video, I completely forgot about Dark Jak and Guns and Jetboard. The Jetboard does not interact with the Precursor Launcher, but the other two do. That is what I am showing in this video, and this time I only recorded footage in the March 2003 Build of Jak II. Be sure to watch the first part, as it contains extra information.
Precursor Launcher in Jak II - Part 2 (Dark Jak and Guns)Luminar Light2022-12-31 | While recording the original video, I completely forgot about Dark Jak and Guns and Jetboard. The Jetboard does not interact with the Precursor Launcher, but the other two do. That is what I am showing in this video, and this time I only recorded footage in the March 2003 Build of Jak II. Be sure to watch the first part, as it contains extra information.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioPaths in Custom Levels! - LLTEST2 OpenGOAL Test Level ShowcaseLuminar Light2023-08-25 | I enabled some debug displays to better show what is going on... There are paths now, and a water volume. A lot of actors need paths, so being able to add them is a huge thing. If I make some significant breakthrough in anything, I will make a follow-up video of this test level.
My modelling skills are still questionable, but I am looking into the code, trying to research how actors work, and trying to replicate them in custom levels. The water is possible thanks to Hat Kid, who showed me a kind of workaround that makes it possible to have them in custom levels.
When the custom levels functionality was implemented into OpenGOAL, I created LLTEST, which was technically my first level: youtu.be/Tx_uLWmkVBQ This was a long time ago, and a lot more things are possible now. I have decided to create LLTEST2, leaving LLTEST in peace.
Possible thanks to OpenGOAL: https://opengoal.dev/
I tested the patches with PCSX2 Sanity, so I recommend it: github.com/LuminarLight/pcsx2-sanity/releases (choose the -windows-64bit-Qt.7zip package from latest version if you are on Windows) PCSX2 Sanity is a WIP project of mine, and it already has a working auto-updater. I have great plans for it.
Put the pnach files into the 'cheats' folder, then enable cheats in the settings. I will integrate the pnach files into PCSX2 Sanity eventually, but currently I am working on a way to handle patches differently. For the 128MB Build I will probably just open a pull request soon. Once that happens, you may find that the pnach files are already present in the cheats folder.
L3 + Start: Open Debug Menu L3 + Select: Open Quick Menu
I hope you will find this useful. I certainly will... 😉
Private for now, because it needs some cleanup and it may even work in multiplayer - in which case it would be irresponsible to share it with the public.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioJak II: Roboguard Animations - Unused Attacks!Luminar Light2023-06-06 | The roboguard never shoots in the final version of Jak II. It was able to shoot in the July 2003 Preview build, and it appears it still has that shooting animation. But it also has shooting animations that don't appear in that build either. So we can assume the roboguard went through many changes during development There are hints in both code and assets that the roboguard was planned to appear in the city. Though unfortunately we had to wait until Jak 3 for that, and in that game it has some new animations again.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioStrafe Mode found in Jak 3! 😱Luminar Light2023-05-17 | Jak 3 has a hidden/unused strafe mode. It can be enabled by setting *strafe-mode* to true (and has to be set to false if you want Jak to be able to rotate again). It feels kind of weird and non-fluid. But regardless, I find it interesting that they were experimenting with this. Strangely there are no signs of this in Jak II, which means they only started implementing this in Jak 3 (and never finished it). I set up hotkeys in Cheat Engine to easily toggle it while recording. Cheat Engine hotkeys feature has text-to-speech for some reason, so I enabled it - this way you are aware when I toggle strafe mode.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioYosemite in OpenGOAL: Part 3 - Red Eco Vent Switch, Entrance Cave, and more!Luminar Light2022-12-01 | It's been a really long time since the last progress update video. Since then, I decided to abandon the previous Yosemite restoration project, and try a new approach instead. In this new approach, focus is on trying to tidy up base Yosemite, using a custom level (for now just one). The actors are also placed in this custom level. The reason is that the Yosemite level is just too old, I kept running into random issues because of this. But by not using its actors, and placing them in a custom level instead, we earned a lot of flexibility, and a lot of the issues are now gone!
Main improvements since the previous video: *Level is present in the menu, and has fully functional tasks (2 for now). It is funny that all of the strings I used for the menu entry were still in the files (red vent switch task name, and the ingame name of Yosemite - Rock Lake). *Red Eco Vent Switch was created, I even found some unused dialogue that I could use for it. I saw no reason to place a red eco vent though, since it is so useless. I will think of something. *Added 7 scout fly boxes, will have to hide them to make it more fun. *I found some help, str-Luke created a cave (he calls it Foyer) that kind of tries to connect Yosemite to the game world. It is still WIP, but already looks cool. The hole in the ceiling is going to be the entrance. We just don't know yet how we will get here - either through Volcanic Crater, or Snowy Mountain. It will require dark tricks though. *The Zoomer works now. *Crates are present. *Things should have sounds now.
Issues: *Due to custom level limitations, some actors have garbage as texture. Fixing this is most likely beyond my capabilities. *Yosemite can corrupt the game somehow, causing crash when loading levels after we loaded Yosemite at least once. *Not all Yosemite actors are restored yet. The water-vol is probably the most obvious one.
All music was added during editing, as I wrote in the video. Can't really add custom music to Jak yet.
Here is this restoration project on Github, nicknamed "Yosemite Two": github.com/LuminarLight/jak-project/tree/yosemite-two Sadly, it can not really be used by the public since the TPL September 2001 Preview build is still not released, and it contains the essential YOS.DGO file.
Metropolis (planet Kerwan) is a level in the first Ratchet & Clank game (it also appeared in the third game, but I used the one from the first game). In OpenGOAL, you can import levels, though it is still very WIP. I made real custom levels before, and I saw people importing PS1 levels from other games. I wanted to try something like that, but nicer, going one console generation further, so I randomly picked a Ratchet 1 level that was available on the internet ( models-resource.com/playstation_3/ratchetclankhd/model/49167 ). I quickly realized why people stuck to PS1 (or similarly-detailed) levels... the custom level tools can't really handle large levels. And even if it succeeds, the game itself may refuse it, because the level heaps have their sizes (limits). A few days ago I managed to optimize it so much that it was slightly smaller than the two level heaps combined. Of course the level heaps' sizes could be increased, but I was too foolish to figure that out properly in reasonable time. So my plan was to split the level in two, which would have worked. But meanwhile some optimizations were made to OpenGOAL's custom level tools, so splitting the level was no longer necessary, I just had to be very smart and careful - the level you see in the video actually fits into one level heap (barely), so I could safely load another level if I wanted to.
Jak was extremely huge compared to the level on its original scale. I increased its scale 20-fold, and this looks okay. I used the weird Qwark robot thingie, comparing it to Jak, to see if the scale was okay-ish.
The Fisherman's boat isn't there in the original level. I added it myself to give some kind of lore explanation for how Jak managed to get here. The sky (actually a sphere) was also added by me.
OpenGOAL: https://opengoal.dev/
00:00 Main Path 07:18 Fitness Course 10:49 Flying Around
#OpenGOAL #JakAndDaxter #RatchetAndClank
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioPrecursor Launcher in Jak II - Part 1 (Just Jak)Luminar Light2022-08-04 | In this video I demonstrate a cool thing, mostly in the March 2003 Build of Jak II, but I will also show TPL and Jak II Final. It is about the Precursor Launcher, which is fully functional in the March 2003 Build/Demo of Jak II, and still somewhat present in final version. It just needs to be placed in the level, and you need to get blue eco somehow. None of these were difficult for me, fortunately. Leftovers like this remind us that they always used the previous Jak game as the base when making the next one, at least with the 4 real Jak games.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioJak X: Unused Levels - Garage and Lounge! (GARAGE and GARAGEB)Luminar Light2022-07-25 | Found this a long while ago, but then more interesting things happened, and I just forgot about it. Here it is now, anyway. I decided to show these two levels in one video, because they are connected. It is so cool how much detail they put in these levels, considering that they were (likely?) supposed to be just for some pre-rendered cutscenes. They are less creepy than the Bloody Hook, but still creepy a little bit. That static noise in the TVs may have something to do with this.
Chapters: 00:00 Intro 00:47 Basic exploration 09:10 Level boundaries 09:48 Comparing to Kras City 10:48 Intro to car section 11:01 Trying to get a car there 11:55 Outro
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioMaking Custom Jak and Daxter Level - LIVE STREAM!Luminar Light2022-07-24 | I decided to show some stuff I do while working on custom levels. Maybe someone will find it interesting/useful. Sorry if my actions seem slow at times - I barely have any modelling experience, Blender is still a foreign thing to me.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioJak and Daxter CUSTOM LEVEL! (LLTEST, Luminar Lights Test Level)Luminar Light2022-06-28 | Finally it is now possible! Actors are kinda hard to add properly, and from what I understand their textures won't work nicely yet. This was a fun learning experience for me, since I had zero 3D modelling experience before this (and zero experience with Blender). I made the green thing myself, made that weird rock in the sky as well, and imported a wall segment from Haven City. I will definitely keep working on this level in the future, and do some experiments there! More videos about this are definitely coming soon... Maybe if I get a bit better at Blender, I will make proper custom levels. I haven't really seen any so far, just imports of levels from other games. Possible thanks to OpenGOAL: open-goal.github.io
Now Yosemite is really there, and most of its actors are working fine! I was able to collect all 69 orbs of the level, and the cannon is functional. Swingpoles are also good.
Trying to use the Zoomer crashes the game, and the big water does not want to appear. I should fix these issues. I may also be able to substitute the 'plainbox' actors with normal crates. For 'cavewater' and 'stagdrip', I have no idea what to do - they don't exist anywhere.
Music was added during editing. There are no sounds in OpenGOAL yet. OpenGOAL website: open-goal.github.io
Since the last video, I published my 'yosemite' branch to GitHub. You can't really use it until the TPL Preview build is released, but it is available anyway: github.com/LuminarLight/jak-project/tree/yosemite Eventually I want to make it into a proper mod/thing.
In this video, you can see Yosemite, though it is not really there. But it looks like it is there. I would not be able to tell, if I did not know the truth.
OpenGOAL is a nicely progressing PC port of the first game, and will probably be for all the real Jak games. In the past few days I played around with it, making my own fun changes. Here is the project's website: open-goal.github.io
There is no music for this level in the game, I added it during editing!
This level was found in the Jak TPL September 2001 Preview build. The build itself is 2 months older than final version, and this level (in file YOS.DGO) is 3 weeks older than the other levels in the build. So it is nearly 3 months older than final version.
It is no longer defined anywhere in the game, and thus has no checkpoints either, making it a bit more challenging to load. On top of all that, it is just simply incompatible with the preview build (because it is 3 weeks older). Though with some tricks, I managed to make it load somewhat nicely. The textures are a bit corrupted-looking, and all the actors are missing. Hopefully these issues will be fixable in the future.
The following actors are placed in the level (but none are currently present due to the incompatibility): *camera-start: This is usually used for checkpoints, which implies it probably had checkpoint in the past. There is only one placed in this level. *cavewater: No idea what this is, the asset is not present anywhere. There are 6 of them placed in the level. *mistycannon: The cannon from Misty Island and Sentinel Beach. The asset is present, and there is only one placed in the level. *money: Precursor Orbs, they are present in "game engine", so orbs should appear once the issues get fixed. There are 69 of them placed in the level. *plainbox: No idea what this is, the asset is not present anywhere. May have been an earlier version of chests/crates? There are 38 of them placed in the level. *racer: The Zoomer, the asset is present. There is only one placed in the level. *stagdrip: No idea what this is, the asset is not present anywhere. May have something to do with stalagmites? There are 12 of them placed in the level. *swingpole: The actor that is essential for making swingpoles work. They should be fine once the compatibility issues are fixed. Level has 9 of them placed. *water-vol: Water volume, it should be fine once the compatibility issues are fixed. I have a strong feeling that the big blackness surrounded by the level is supposed to be a lake.
The internal name of the level is 'yosemite', and it has strong resemblance to concept art in the design bible that is labelled as 'SIERRA'. Also, I asked the composer if this was the mysterious "Unsnowy Mountain" that he composed music for, and he said yes. And it is also worth mentioning that in the old TPL world map in the Design Bible, a 'SIERRAS' area is there, connected to hub3.
#JakMonth ---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioJak II Walkthrough as Daxter: Part 7 - Forest Enemies and Dig Seal PieceLuminar Light2021-11-15 | Walkthrough notes: *Cutscenes and long travels will be skipped. *Missions where playing as Daxter is impossible will be skipped (since they can only be completed with Jak). *Cheats will be used when there is no other choice (for example high jumps). *Cheats will be used (like healing) at very difficult parts to preserve my sanity. *Many things (enemies, dark eco droplets, communicator, etc...) behave weirdly when the player is Daxter. They will target the last position where Daxter jumped or attacked. I can do nothing about this, most actors were never meant to interact with Daxter. I will try to handle this issue in a funny way.
---------------------- ► Donate: ko-fi.com/luminarlight ► Discord: discord.me/LightCathedral ► Twitter: twitter.com/Luminar_Light ► Jak and Daxter Technical Wiki: jadtech.miraheze.org ► My website: luminarlight.github.ioJak II Walkthrough as Daxter: Part 6 - Drain Sewers and Water SlumsLuminar Light2021-09-06 | Walkthrough notes: *Cutscenes and long travels will be skipped. *Missions where playing as Daxter is impossible will be skipped (since they can only be completed with Jak). *Cheats will be used when there is no other choice (for example high jumps). *Cheats will be used (like healing) at very difficult parts to preserve my sanity. *Many things (enemies, dark eco droplets, communicator, etc...) behave weirdly when the player is Daxter. They will target the last position where Daxter jumped or attacked. I can do nothing about this, most actors were never meant to interact with Daxter. I will try to handle this issue in a funny way.
0:00 Final Boss Fight 6:22 Credits 11:59 Final Boss Area 13:28 Gol and Maia's Citadel 1 14:13 Lava Tube 18:50 Volcanic Crater 19:28 Rock Village 1 21:58 Boggy Swamp 23:32 Rock Village 2 24:26 Sandover Village 26:39 Gol and Maia's Citadel 2 28:38 Secret Ending