Just wrapped up testing some major features for the next AArcade: OpenJKDF2 update. For those familiar with AArcade: Source, this is essentially the same concept but running on the Jedi Knight engine – and it’s shaping up to be pretty wild.
Here’s a quick clip of me in Ogle Homestead watching videos and websites on in-game screens. The media streaming works surprisingly well.
Sophisticated Model Adoption System
AArcade: OpenJKDF2 has a sophisticated system for adopting models that you encounter in any level. For those privy to how Jedi Knight modding works, it actually yoinks the 3DO files and all referenced MATs into the resource folder, managing custom templates in a special file named addon_static.jkl.

Using this approach, AArcade: OpenJKDF2 allows users to spawn models and levels that didn’t even originally have them. Ultimate build hacks!
Dynamic Media Streaming
You can spawn local media onto walls – images, videos, or web content via URL. YouTube works really well, archive.org, just about anything.


Importing AArcade: Source Libraries
In future versions, you’ll be able to import your AArcade: Source library directly. I was testing this feature and managed to get my old stuff into the game.

Familiar Edit Menu
The edit item menu should look familiar – it’s very similar to AArcade: Source. You can edit the title, type, URL, and various other properties depending on the item type.

Arcade machines would have screen images, marquee images, executable files, and other cabinet-specific properties.
Fake Players (Pet System)
Another feature coming in the next update is spawning fake players – basically the pet feature from AArcade: Source but for OpenJKDF2. I used it to record some trailer footage.

GLB File Support
Lastly, the next update will support spawning GLB files – stuff you can grab from Sketchfab.com. These spawn right into the OpenJKDF2 engine as if they were native 3DO files.

Don’t have to worry about polycount or textures – it handles everything automatically. For those familiar with Jedi Knight editing, it works by automatically breaking up high-poly models into lower-poly mesh layers.
That’s a wrap on this development update! You can check out AArcade: OpenJKDF2 on GitHub by visiting my website at smsithlord.com. Next time I’ll be back with more news on this project or something entirely new. Peace out!