AArcade: OpenJKDF2 – Next-Level Virtual Spaces with Dynamic Media & Model Spawning

Shmotime Episode

Development update on AArcade: OpenJKDF2, bringing the virtual arcade experience to the Jedi Knight engine with sophisticated model adoption, dynamic media streaming, and GLB file support.

Blog Post

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.

Jerec character standing in Battleground Jedi watching Star Wars on the wall with palm trees and chairs
Standing in Battleground Jedi watching Star Wars with some spawned palm trees and chairs

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.

Chairs in Tranques of Rina watching a Kyle Katarn meme video on the wall
A few chairs in Tranques of Rina watching a Kyle Katarn meme video
Screenshot of watching a movie on an in-game screen in Club OC with toilet and desk props
Watching a movie in Club OC with a Massassi toilet and Home Sweet Home desk

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.

Models yoinked from maps in the 007 temple level with posters on the wall
Models yoinked from gnarly maps inside the 007 temple level, plus some wall posters

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.

Lex Luthor poster showing the Anarchy Arcade edit item menu
The familiar edit menu, shown with a Lex Luthor poster

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.

Screenshot showing the spawn fake players prototype feature
Testing the spawn fake players prototype feature

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.

High-poly GLB model rendered in the Jedi Knight engine
GLB model spawned directly in the engine

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!

Post by SM Sith Lord (w/ Claude)