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49 files

  1. Jedi Academy MP launcher for OS X

    Jedi Academy Multiplayer (and a few other Q3 engine games) don’t run on Mac Lion/Mountain Lion because of some OpenGL issues on ATI graphics cards.
    JKJALaunch is a launcher for Jedi Academy Multiplayer that forces ATI FSAA off, allowing the game to run on Lion and Mountain Lion (but unfortunately not on Mavericks). It also allows you to specify command-line options and force 32-bit colour (as needed on certain graphics cards).
     
    Hold Shift down at launch to bring up the options window, where you can choose the location of Jedi Academy Multiplayer and set the command-line options.
    When you’re asked to find Jedi Academy MP, you can also select Jedi Academy, Jedi Knight II, Jedi Knight II MP and Wolfenstein ET.
    The launcher works with the 1.0.1e for disc version multiplayer patch, digital download and Jedi Knight Gold edition (but not on Mavericks) for Mac.
     
    New in 1.2!
     
    The latest Steam and Mac App Store versions of Jedi Academy (Multiplayer) have a problem with connecting to servers which you do not have all .pk3s for. JKJALaunch now supports launching them (including on Mavericks) and fixes this. Only the Steam version supports command-line options.
    If you bring up the options window by holding shift down at launch, you can check for updates by doing JKJALaunch->Check for updates… in the menu.
     
    New in 1.3!
     
    Custom master server support for Steam and Mac App Store versions of Jedi Academy (Multiplayer).

    5,345 downloads

       (4 reviews)

    9 comments

    Updated

  2. Jedi Academy SDK

    This is the Jedi Academy SDK that was released by Raven Software. It includes a number of helpful documents and tutorials, as well as the following tools:
    EffectsEd
    Assimilate/Carcass
    BehavEd
    IBIze
    ModView
    MD3View
    ShaderEd
    ROQ

    DISCLAIMER:
     
    PLEASE READ THIS DISCLAIMER CAREFULLY BEFORE INSTALLING OR USING THE BINARIES AND ASSETS. IF YOU DO NOT AGREE TO BE BOUND BY THE TERMS OF THIS DISCLAIMER, DO NOT INSTALL OR USE THE BINARIES AND ASSETS. These binaries, assets and source code are released by Raven Software Corporation ("Raven") as a non-supported product. Since these binaries and assets are a non-supported product, neither Raven's, nor LucasArts Entertainment Company LLC's ("LucasArts") nor Activision Inc.'s ("Activision") respective technical support centers can answer or help with any issues you may encounter with this release or these binaries and assets. These assets and binaries have received minimal developer testing and may crash your computer or cause other undesirable effects! Raven, LucasArts and Activision make no representation or warranty to you of any kind regarding these assets and binaries or your success in using them. You expressly acknowledge and agree that your use of the assets and binaries is at your sole risk. The binaries and assets and any related documentation or materials are provided "AS IS" and without warranty of any kind. RAVEN, LUCASARTS, AND ACTIVISION EACH EXPRESSLY DISCLAIMS ALL WARRANTIES, EXPRESS AND IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. RAVEN, LUCASARTS AND ACTIVISION DO NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE BINARIES AND ASSETS WILL MEET YOUR COMPUTER'S SYSTEM REQUIREMENTS, THAT THE OPERATION OF THE BINARIES AND ASSETS WILL BE UNINTERRUPTED OR ERROR-FREE, OR THAT DEFECTS IN THE BINARIES AND ASSETS WILL BE CORRECTED. THE ENTIRE RISK AS TO THE RESULTS AND PERFORMANCE OF THE BINARIES AND ASSETS IS ASSUMED BY YOU AND YOU (AND NOT RAVEN, LUCASARTS OR ACTIVISION) ASSUME ANY OF THE COST OF ALL SERVICING, REPAIR AND/OR CORRECTION. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
     
    UNDER NO CIRCUMSTANCES INCLUDING NEGLIGENCE SHALL RAVEN, LUCASARTS OR ACTIVISION, OR THEIR RESPECTIVE DIRECTORS, OFFICERS, EMPLOYEES, LICENSORS OR AGENTS, BE LIABLE TO YOU FOR ANY INCIDENTAL, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES (INCLUDING DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOST DATA, LOSS OF BUSINESS INFORMATION, AND THE LIKE) ARISING OUT OF THE POSSESSION, USE, OR MALFUNCTION OF THESE BINARIES OR ASSETS, INCLUDING WITHOUT LIMITATION DAMAGE TO PROPERTY AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF RAVEN, LUCASARTS OR ACTIVISION OR AN AUTHORIZED REPRESENTATIVE OF RAVEN, LUCASARTS OR ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR LOSS. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. YOU AGREE THAT THE LIABILITY OF RAVEN, LUCASARTS OR ACTIVISION ARISING OUT OF ANY KIND OF LEGAL CLAIM (WHETHER IN CONTRACT, TORT, OR OTHERWISE) WILL NOT EXCEED THE AMOUNT YOU ORIGINALLY PAID FOR THE USE OF THE SOFTWARE.

    3,390 downloads

       (9 reviews)

    2 comments

    Updated

  3. Jedi Academy SDK Fixed

    Original Author: NeWaGe
     
    Description:
     
    The Jedi Knight: Jedi Academy mod fixed. All bugs fixed, now able to make builds on all operating systems. Also now compatable for VS 2005. Bugs fixed are ForcePowers bug, DoS attacks, overflow via chat text, siege crashes and siege item misplacement on death. You can now make your own mod and not worry about fixing all the basejka bugs before beginning your mod.
     
    Credits:
     
    All bugs fixed by Clan Mod and OJP.

    459 downloads

       (0 reviews)

    1 comment

    Submitted

  4. Jedi Knight Series _humanoid Animation Rig

    This is a custom biped rig I made in Softimage Mod Tool 7.5 to make animations for Star Wars Jedi Knight: Jedi Academy and Jedi Knight II: Jedi Outcast. This rig uses a highly complex set of constrained controllers, animated parameters and linked expressions to achieve realistic movement without having to pose every bone 1 at a time. You will need some knowledge of Softimage to fully utilize this biped as the file alone wont make you a master animator overnight. To see a video tutorial on how this is used to make a working animation in Jedi Academy look here...
     
    http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/
     
    If you want the model to load with textures applied the scene will look for them in C:/base/models/players/kyle/

    1,544 downloads

       (6 reviews)

    5 comments

    Updated

  5. JK3MD5

    JK3MD5 is a program used to check if your JKA's assets, .exe's, etc have been modified. To do this, it checks the MD5 hash values of your files and compares them to the hash values of unmodified JK3 files. If your MD5 hash value is different, then your files are modified.
     
    This can be used to track down problems with corrupt files, experiments you did, etc.
     
    This program was made for Caelum in JKH's Secret Santa 2012. I asked for his permission to upload it and update it in the future, and he gave me it.

    129 downloads

       (1 review)

    2 comments

    Updated

  6. JKA ANIMATION FBX FORMAT

    ***************************
    JEDI KNIGHT III ANIMATION
    ***************************
     
    Title : FBX HUMANOID ANIMATION
    Author : Asgarath83
    E-Mail : Please PM me in JKHUB forum.
     
    File Name : JKA_FBX_ANIMATION.ZIP
    File Size : 52.5 MB
    Date Released : 10/11/2013
    Description:
    i work for a 1 week, about that, for make a favour to a friend, like a robot! -.- that'was.... terrific! argh! terrific! I not wanna more redo a similar mechanic thing!
    I imported 1700 XSI files into 3d studio max and converted manually, one by one, into filmbox!
    so you can understand my pain, people!
    This package contain:
    - ALL the humanoid animation of JKA, except BOTH_A1_SPECIAl, because my 3d studio max crash when i try to convert into FBX, and another lot of animations. is not a great damage about the last missing, because are specular animation: some left side animation crash in conversion to FBX, so i have imported only the right side animation. well, is not a disaster i suppose is possible do something like a mirror or a join of animation for rebuild the original left missing animation. Some program allow to combine 2 animation for generate another, so you can resolve that's issue, i am sorry for thats trouble.
    However, here yu can have 1700 animation! all kata, sword combat, force power, cinematic animation of default that yu can see on ModelView.
    The original animation was maked with shapes, not bones, and the shapes are named with a code called something like DaVinci_NullBones:"nameofbone"
    i never understood why raven making that, is not much friendly use...
    However. here you have the JKA humanoid animation, NOT the NON humanoid, or droid animation, understood? All converted in Filmbox format.
    Filmbox are maked and exported with filmbox plugin of 3d studio max 5 a years ago, when i was working about a game for unity 3d.
    that's animation can be used for blender, but i not use much blender so i not know exactly how you can do that, or for unity 3d or every other engine or program that support FBX format.
    If yu are making a game on unity3d, you can use the animation package for quickly make the animation of your characters, attack etc etc.
    you need simply to put into the folder humanenemy of unity3d all animation and the skeleton.
     
    - Yes, the file contains also the JKA SKELETON.
    but is a modified skeleton. all bones are unlinked by the hierarchy. there 's an hierarchy of all shapes, simmetric with the hierarchy of animation fbx files. Every shapes has like parent the bones with the same name.
    So in that's skeleton what happen:
    1 you can do a rig and weight of your character with my custom skeleton
    2: you can use your character into unity3d putting in a folder called with name of NPC and naming the Filmbox exported character with humanenemy.fbx name.
    3: if you had put the humanenemy default folder of unity3d with the skeleton, now, the your character can manage the JKA animation into unity engine and can move!
    NOTE READ THAT: that can function only if you unlink the XSIsceneroot shapes by the mesh_root helper of jKA skeleton, as i linked into the skeleton. i taked the Xsisceneroot linked to the mesh_root for close the hierarchy, but in unity engine, animation for work need this unlink.
    This skeleton WORK ALSO FOR JKA: if you make a character and use that skeleton for weight or right, carcass convert in glm, and you can use however character in game.
     
    Installation: anyone: just put the zip file into the import folder of your engine or graphical program and extract all package. after, import the filmbox file you need.
     
    File content:
    - The Jedi Academy humanoid skeleton
    - The Raven humanoid animation.
     
    * Copyright / Permissions *
    JKA humanoid skeleton download by the oooold Psykopat 3d modelling site.
    http://psyko3d.50webs.com/tuts.html
     
    Animation are download by filefront: is the Raven software package of humanoid animation. You can download also here:
     
    http://jkhub.org/files/file/1586-animation-and-model-source-files-raven-software/
     
    That's animation are really open source. Also all my release, you are FREE to use without contact me, or ask me permission. Credits are not necessary in that case, but if you credit me i am very happy.
     
     
    Copyrights:
    These files are released "as is" and are unsupported by Raven Software, Activision or LucasArts.
     
    Star Wars® Jedi Knight® : Jedi Academy™:
     
    © 2003 LucasArts Entertainment Company LLC. © 2003 Lucasfilm Ltd. & TM or ® as indicated.
    All rights reserved. Used Under Authorization. LucasArts and the LucasArts logo are registered
    trademarks of Lucasfilm Ltd. Any use of any of the materials on this site other than for private,
    non-commercial viewing purposes is strictly prohibited.
     
     
     
    THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & © LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

    819 downloads

       (2 reviews)

    7 comments

    Updated

  7. JKA SDK Repack 1.0

    A repack of all the sourcefiles and official modtools for jka, including the most recent patches and fixes to make them work on recent OSs and drivers.
    Did I miss any of the official source files? E-Mail me and I'll make sure to add them.
    Credits:
    Raven Software - For providing the original soruce file and tool packages used to compile this version
    Xycaleth - fixes to Modview and the MacOS Version of Modview
    Archangel35757 - fixes to carcass, md3view
    DT85 - helped in gathering the various releases by Raven Software for the Package
     

    442 downloads

       (0 reviews)

    0 comments

    Updated

  8. Keshire's 3ds max Biped Rig

    author: Keshire
     
    Installation: Install to the directory of your choice.
     
    Description:
     
    The file set I use for creating custom animations.
    This is only useable with 3ds max and character studio.
     
    I've included the following:
    The max file with the jka xsi skeleton constrained to a character studio biped. (Animate the Biped and export. That is all there is to it. Compile it to a new gla, and use ASK's merging tool to merge it with the _humanoid.gla)
     
    I've inlcuded the carcass file I use to compile. (this will set up the animation for merging with the main humanoid gla or alternatively for a single player cutscene)
     
    The model/mesh xsi I use for testing purposes. (alternatively a JO model could be used to make your anims JO compatible as long as every bone in the JO skeleton was weighted to something.)
     
    I've inlcuded several biped motion capture files to help you along the way.
     
    There are:
    The root pose (needed at the beginning of every animation)
    All the saber stances
    And the standard crouch
    Clone Wars Rocket launcher holding.
    Movements and attacks for the Super Battle Droid.
    A crouching rocket launching anim for mandolorian rockets
    a 180 degree force push
    and dual weilding blaster anims.
     
    enjoy, and some of these Biped files may not have been the final versions. But at least you can edit them for your use.

    170 downloads

       (3 reviews)

    2 comments

    Updated

  9. Maya 2014 Jedi Academy Skeleton + Tags

    ***************************************************
    JEDI KNIGHT III : JEDI ACADEMY UTILITY
    ***************************************************
    Title : Maya 2014 Jedi Academy Skeleton + Tags
    Author : DT
    File Name : DT_JKA_Skeleton.zip
    File Size : 232 KB
    Date Released : March 20, 2014
     
    Description:
    ----------------------------------------------------------------------
    Maya 2014 Jedi Academy Skeleton with Tags. This is intended to be used with Noesis.
    The tags are weighted, but unlinked as there is no character model included. Scene units are in inches, and the up axis is Z.
    Included are both binary & ascii versions.
     
    Be sure you export with Z axis up in the FBX export options.
     
    Known Bugs: None
     
     
    Please let me know of any issues, and I'll try to fix them but I know next to nothing about Maya.
     
    ======================================================================
    THIS UTILITY IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    234 downloads

       (2 reviews)

    3 comments

    Updated

  10. ModView with fixed gamma

    This is the original ModView provided in the Jedi Academy SDK Tools with a patch to fix gamma issues on computers with Nvidia graphics cards.

    165 downloads

       (1 review)

    2 comments

    Updated

  11. Movie Battles II Entity Definitions

    This file includes all currently released entity definitions for the Movie Battles II modification.
     
    Use these files to update your mp_entities.def file in your base/scripts folder with the new or modified entity definitions for Movie Battles II.
     
    These definitions will allow you to use some of the additional features created for Movie Battles II levels.
     
    These definitions will be updated with new MBII releases!

    358 downloads

       (1 review)

    0 comments

    Updated

  12. Npc name extractor Jedi Academy

    It's so you have a list of modded npc names to spawn in the console. It will search the entire folder for pk3's with npc names.
    Also note that I'm not sure why but I guess having an NPC name doesn't necessarily mean your are able to spawn a character.
    If anyone understands the file system of Jedi Academy I'll take some advice on that
     
    If only I could make this a console command O_o

    261 downloads

       (3 reviews)

    2 comments

    Updated

  13. NPCTool

    Submitted by Tin Can


     
    After the downfall and purge of the JK2files file database this invaluable tool was unfortunately wiped off the face of the internet
    This is a reupload of the NPCTool utility, provided as is, packaged - I take zero credit for this tool and am uploading it to JKHub with the permission of the only contactable original author Leslie Judge
     
     

    !!!NOTE: This tool is no longer being developed and technical assistance with bugs and glitches can not be addressed



    Please do not e-mail me or the original authors as we will be unable to provide assistance!!!


     

    Original Readme



    =================================================



    NPC Tool v1.0.0.116



    for



    Star Wars Jedi Knight: Jedi Academy



    =================================================


     

    © 2004 by Kal El and Leslie Judge


     
     
     

    Q: What is this?


     

    A: It's a GUI based tool for creating and editing



    NPC's for use in Star Wars Jedi Knight: Jedi



    Academy. It has pk3 support, checks for errors



    and has template features. Check the help file



    for more detailed information on the program's



    features.


     
     

    Q: Why should I use this? Isn't creating NPC's



    easy?


     

    A: It might be easy for you, but not everyone is



    as talented as you
    . Even Raven made some


    mistakes in their NPC files. This tool should



    make it even easier and stop you from making



    any mistakes.


     
     

    Q: How do I install it?


     

    A: Unpack the NPCtool directory anywhere you want



    and doubleclick NPCTool.exe to start the



    program. The tool will ask you to specify the



    location of the Jedi Academy base directory.



    If you don't have Jedi Academy installed, you



    can't run the program.


     
     

    Q: How can I use it?


     

    A: Once the program is running press F1 or select



    Help from the Help menu.


     
     

    =================================================



    Feedback & Contact information



    =================================================


     

    Kal El: kal_el23@hotmail.com



    Leslie Judge: birolaszlo@hotmail.com


     

    Make sure you put "NPCtool comment" into the



    subject, so we can find your mail through all the



    spam. Also make sure that your comments are in



    understandable english.


     

    If you can't figure out how to use the program,



    let us know. Even if you like the tool and have



    nothing negative to say about, let us know. Every



    little bit helps.


     
     

    =================================================



    Credits



    =================================================


     

    During the development I used materials made by



    another persons.


     

    For PK3 file support I used TZip by Angus Johnson



    which uses the ZipDll.dll and UnzDll.dll by



    Eric W. Engler.


     

    For TGA support I used GraphicEx by Mike Lischke.


     

    See the other readme files in the Readmes folder



    for details.


     

    Other credits can be found on the Credits page of



    the Help file.


     
     

    =================================================



    Legal disclaimer



    =================================================


     

    A user of this software acknowledges that he or



    she is receiving this software on an "as is"



    basis.



    The user further acknowledges that any use of this



    software will be at the user's own risk and the



    copyright owners accepts no responsibility



    whatsoever arising from the use or application of



    the software.


     

    !!!NOTE: This tool is no longer being developed and technical assistance with bugs and glitches can not be addressed
    Please do not e-mail me or the original authors as we will be unable to provide assistance!!!


    2,604 downloads

       (9 reviews)

    4 comments

    Updated

  14. Obi Wan Stance based on TCW

    Credits
    Authors:
    Kyle Model: by Raven Software
    CAT Rig: by Ashuradx
    Animated: by Wc3Tutorial/Dennis
    Animated in 3ds max
    How to use:
    (Ashuradx CAT Rig) How to Load a Clip File in your scene for JKA Modding
     

    How to Export your Animation and make it useable ingame Ashuradx CAT Rig JKA Modding
     

    61 downloads

       (0 reviews)

    0 comments

    Updated

  15. OpenRP Bit-Value Calculator

    ////////////////////////////////////////////////
    /OpenRP Bit-Value Calculator/
    ///////////////////////////////////////////////
     
    Description : This is a Bit-Value calculator based on OpenRP's admin bit-value commands. This will let you choose between different admin levels and choose whatever cmds you want.
     
    Updates & Support : In case this tool stops working or OpenRP receives updates it will be updated as well. Also, if there's any changes to OpenRp's code it will be added, as well as other bit-values.
     
    Distribution: Feel free to redistribute to your friends and all who need it.
     
    This file is only uploaded to JKHub.
     
    Comments : I started using a new FrameWork and decided to give it a try making this application.
     
    Credits : Thanks to Fighter for releasing OpenRP and its documentation
     
    THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
     
    THE AUTHOR OF THIS FILE TAKES FULL RESPONSIBILITY FOR ITS CONTENTS AND ANY FILES THAT ARE DISPUTED WITH SUPPORTING EVIDENCE MAY BE TAKEN DOWN BY THE JKHUB STAFF. IF YOU ARE THE ORIGINAL AUTHOR OF THIS FILE OR HAVE CONTENT THAT BELONGS TO YOU INSIDE THIS FILE YOU MAY CONTACT US TO HAVE IT REMOVED.

    86 downloads

       (1 review)

    4 comments

    Updated

  16. Push Power Changer Utillity

    I know a lot of people use set g_knockback to increase the power of their force push but what allways pissed me of at that code was that it effected kicks and weapons too.
     
    Now this has come to an end !
     
    I wrote a small program that allows you to change the power of your force push without effecting other things but sadly it doesnt overwrite JA's original force push so you have to use a cheatcode or my small program to bind the "new" force push to a button
     
    How to use :
    start the program and click the "how to" Button it'll give you all further information you need

    272 downloads

       (0 reviews)

    1 comment

    Submitted

  17. RCON Program for JKA

    AUTHOR: mykell / deseonet
     
     
    This is a beta version so there will be plenty of bugs. Please report errors and problems to mdaly1231@gmail.com.
     
    I suck at technical writing but here we go...
     
     
    The bottom area is a series of tabs.
    * Server List
    o Load and Save data to the server list file.
    o Buttons to Start and Stop server monitoring.
    o Controls to sort the server list by IP Address or Nick Name.
    * Get Status
    o Data Grid displaying the current server's cvars/values.
    o Controls to sort by cvar or value.
    o Control to pause updates or filter for color codes to the grids data.
    o A fancy way to view the "getstatus" command.
    * Status
    o Data Grid displaying the current players and information about them.
    o Controls to sort by Slot, Name, or IP Address.
    o Control to pause update or filter for color codes
    o Displays the player's full name, not just the first 15 characters like the normal "status" command.
    o Context Menu (Right-Click Commands):
    * Get Player Info (rcon dumpuser). This command will not work on player names that contain spaces.
    * Force To Team. This command will force the selected player to join any of the four teams (play, spectator, blue, and red).
    * Warnings. Custom set of chained commands that are helpful in dealing with players who are causing trouble.
    * 1st Offense: Verbal Warning.
    * 2nd Offense: Verbal warning and a trip to spectator.
    * 3rd Offense: Verbal warning, a trip to spectator, and a kick.
    * 4th Offense: Verbal warning, a trip to spectator, a ban, and a kick (doing the ban first prevents reconnects).
    * Say to Player. Basic svsay with the selected player's name.
    * Kick Player. Just plain handy. Right-click and kick.
    * Ban IP Address. Right-Click and ban.
    * Ban IP Address and Kick. Right click, ban, and kick.
    * UnBan IP Address. To be fair...sometimes an admin MIGHT make an error.
    * RCON Console
    o Send commands and receive data.
    o The "Send Command" button will fade out when the program is busy.
    o Control to filter for color codes.
    o Some commands will auto populate.
    o Data from any user issued RCON Commands will be posted here. This includes context menus and tool bar menus.
    o Able to send non-RCON commands (getinfo, getstatus, etc)
    * LOG Console
    o Auto Update will logs its' activities in this console.
    o Control to filter for color codes.
    * Settings
    o RConsole Logging Options. This area controls what data will be sent to the external RCON Console log file.
    * Disabled- Nothing will be logged.
    * RConsole Command- Only user issued commands sent via the RCON Console tab will be sent to the log file.
    * RConsole and Menu Commands- Same as above. In addition, any user issued command will be sent to the log file.
    o LConsole Logging Options. This area controls what data will be sent to the external LOG Console log file.
    * Disabled- Nothing will be logged.
    * Log Auto Update- will log general info from the auto update cycle.
    * Log Response Details- same as above. In addition, will include server response data.
    o Program Wide. Over all program settings.
    * Pause All Updates. This will pause the auto update loop. Handy if you need to review the LOG Console screen.
    * Filter All Data. This will filter all color codes from all data feeds received by the program.
    o Server Info Area. Settings that affect just the Server Info area.
    * Able to filter for color codes

    542 downloads

       (0 reviews)

    0 comments

    Updated

  18. Softimage Jedi Academy character skeleton

    This is a Model (.emdl) file containing the Jedi Academy skeleton made of null objects. I changed the appearance greatly to help new users better understand visually which bone should influence thier custom models. Before there was a skeleton made of 2d/3d bone chains but it had a lot of unecesarry objects, mainly the chain roots and effectors, this file is much more simple and just as simple to understand if not more so.
     
    To use this file simply just have your model open and go to File>Import>Model and choose the DaVinci_Male01_NullBones.emdl file. It's in this format because the merging option doesn't work properly in Mod Tool versions and this way you wont have to export your models in and out just to get the bones which can cause loss of certain data in your scene files such as groups and layers.
     
    I recommend selecting objects and putting them in groups for further ease of use, I could not group them myself since the .emdl format doesn't support groups. Here are the preferred groups...
     
    tags - containing every tag including stupidtriangle_off, set the visibility to do not show members, tags are already enveloped to the bones they need to be so don't mess with them.
     
    do not envelope to these - bones that you should not weigh anything to, includes model_root, mesh_root, skeleton_root, Motion, face, lhang_tag_bone and rhang_tag_bone, set it to do not show members and do not allow selecting members
     
    bones - this ones simple, all the bones that would be used for character deformation, leave group settings alone as you want to see and select these, making this group makes assigning envelopes easy since rather than selecting all the bones 1 by 1 you just select the group when you're picking deformers.
     
    After your model is set up properly just branch select (middle click) model_root and export.
     
    Enjoy!

    1,214 downloads

       (4 reviews)

    3 comments

    Updated

  19. Tutorial Animation (Stance animation with Breathing effect)

    I made this Animation for a Tutorial.
    Its inspired by Anakin from the Clone Wars (Picture on Google)
     
    Includet are:
    Picture of the Animation
    the Clip file to load it into your max Scene
    the XSI File, to load it directly into your GLA file
     
    You dont know how to add this file? 
    check out these Tutorials
    (Ashuradx CAT Rig) How to Load a Clip File in your scene for JKA Modding
    How to Export your Animation and make it useable ingame Ashuradx CAT Rig JKA Modding (at min: 3:20)
     
    You want to create your own Animation?
    Check this out:
    Jedi Knight CAT Rig: Export & Compile Animations - Modelling - JKHub

    90 downloads

       (0 reviews)

    3 comments

    Updated

  20. Updated MP Entities

    This file by DarthG updates the entity definitions used for GTK Radiant 1.4.0 for JAMP.
     
    The central reason was to make it easier to understand what the meaning of keys and values are.
     
    A secondary reason was to add keys and values that people didnt know about because they where not listed but availible.
     
    The final reason was to add entities for a mod that is out there call hydroball.
     
    This file is intended for JKA mappers using GTK Radiant.
     

     
    File name: mp_entities.def
    File size: 381 KB
     
    Install:
    For a default installation of GTK 1.4 and JKA you place this file:
    C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\scripts
    If you installed it some where else then you figure it out you should know.
     
     
    Things that I did to improve this file:
     
    1. I cleaned up all the entity definitions and orginized them to one style.
     
    2. I redifined alot of Keys and their possible values.
     
    3. I added alot of keys and values that are availible but not before added here.
     
    4. I hunted down and added models for the in map view of items that there was a whole md3 for. (point is like medpack you actualy see a medpack where you used to see a blue box.
     
    5. There where entities that where either repeats or didnt work so I typed over them because that cant be removed. If you try to remove them and go back into a map that you worked on it will have screwed up entities. The entities must be in the same order as the map was done in before.
     
    For the ones that didnt work I didnt mess with them but I made the box that appears black.
     
    for the repeat ones I wrote these in place. (there was two of them "item_seeker" and "NPC_spawner":
     
    /*QUAKED Darth_G_Notes (1 .6 0) (-19 -36 0) (19 36 70)
    ===========DESCRIPTION============================
    Version: 1.0
    From Darth G:
     
    This is where you will find the description of all entities.
     
    The spawnflags definitions (the best I could find or know).
     
    The possible keys and their values (the best I could find or know). I have added either through research of released MP code or original description. I may have also found it helpful to add some things of my experience.
     
    I have done research into the game engine to add things available normally to the Q3 game engine and added them as well.
     
    I added models that have no value in the BSP process and are only for your visual assistance in mapping.
     
    Where there is no model it is because there wasnt one md3 that fit well in JKA assets. (In other words the weapons are multiple parts that make one when used so no one md3 could be named to show to you in the mapping.)
     
    I have removed duplicate or error entities. Because you cant simply remove from this list I either made an entity that you cant use (like this one) or I made the box that appears in the editor black so you can recognize that it is messed up some how or another.
     
    If you find anything incorrect please contact me at either WWW.Map-Center.COM or at my site WWW.DarthG.COM .
     
    Should you need to find the file again its name is MP_entities.def just do a search for it.
     
    If you feel you need to alter the file it is yours to do as you wish just open it in WordPad or notepad. I simply ask that you leave this 'entity' for credit to the hours or work I put in here. If you would like me to add something to a next version just send the info to me and Ill work it in.
     
    The model I used for this entity would be a good reference to scale your maps to normal player size too.
     
    Available entities added:
    _Decal
     
    Mod Specific entities added:
    trigger_scoreboard (Hydroball)
    trigger_playarea (Hydroball)
    trigger_goal (Hydroball)
    trigger_teamchoice (Hydroball)
    trigger_weaponstrip (Hydroball)
    info_start_position (Hydroball)
    info_ball_spawn (Hydroball)
     
    Hope this helps!
     
    Happy mapping!
    ==============NOTES===============================
    Special note to non experienced moders of this file. If you want to mod the order of entities in this list on the actual file you can not change the order and go back to a map that used a different order and deleting them really messes up the old maps BAD!!
     
    This creates nothing in your map and will be completely disregarded in the BSP process.
    =====MODEL FOR MAPPING VISUAL ONLY================
    model="models\map_objects\roof_top\office_chair.md3"
    ======DO NOT SET AS KEY OR VALUE==================
    */
     
    /*QUAKED Darth_G_Tips (1 .6 0) (-8 -8 -16) (8 8 16)
    ===========DESCRIPTION============================
    Version: 1.0
    From Darth G:
     
    How to connect entities:
    Two ways to connect entities. One is automatic and the other is manual.
     
    Automatic: You first deselect all entities (press ESC twice) then select the triggering entity. Then select the target entity and press ctrl + K. This will cause the connection.
     
    Manual: You first deselect all entities and then select the trigger entity and open the entity window (N) and add key:target and value:(unique name you want). Now deselect the trigger entity and select the target entity. Open the entity window and add key:targetname and value:(the same unique name you used in the target) remember that the names can not have spaces.
     
    How to prevent leaks:
    Two things I will share here is; 1 Most entity leaks are caused by using the space bar to reproduce an entity as a short cut. This is what causes the leaks. Just make them from scratch.
     
    How and when to save:
    Save as often as you would for anything you wouldn't want to lose but my tip is to save after any major changes with another name. Sometimes the saved file can be saved corrupted.
     
    How to save FPS and texture work:
    There is allot that can be done to save FPS but the one tip I will share here is to work your initial brush work in caulk.
     
     
    Hope this helps!
     
    Happy mapping!
     
    ==============NOTES===============================
    This creates nothing in your map and will be completely disregarded in the BSP process.
    ===================================================
     
    All else is explained in the entities I wrote.
     
    Special thanks to those that made this possible:
    (Between testing and actual key finding.)
    BabySpinach
    Lazarus
    Kodo
    Mercenary
    ChernyVolk
    harry666t
    Szico VII
    monsoontide
    shadowknight

    276 downloads

       (3 reviews)

    10 comments

    Updated

  21. Weapon Recharge animations

    NOTE: This is a resource for modders, not a mod.
    Animated in 3ds max
    File include:
    XSI animations
    Read me
     
    Authors:
    Kyle Model: by Raven Software
    CAT Rig: by Ashuradx
    Animated: by Wc3Tutorial/Dennis

    37 downloads

       (0 reviews)

    0 comments

    Updated

  22. Weapon Reload animations

    NOTE: This is a resource for modders, not a mod.
    Animated in 3ds max
    File include:
    XSI animations
    Read me
    Authors:
    Kyle Model: by Raven Software
    CAT Rig: by Ashuradx
    Animated: by Wc3Tutorial/Dennis

    25 downloads

       (0 reviews)

    0 comments

    Updated

  23. Weapon Sprint animation

    NOTE: This is a resource for modders, not a mod.
    Animated in 3ds max
    File include:
    XSI animations
    MAX 2016 Files Long and Short
    Read me
    Authors:
    Kyle Model: by Raven Software
    CAT Rig: by Ashuradx
    Animated: by Wc3Tutorial/Dennis

    53 downloads

       (0 reviews)

    0 comments

    Updated

  24. Weapon Walk animations

    NOTE: This is a resource for modders, not a mod.
    Animated in 3ds max
    File include:
    XSI animations
    Read me
    Authors:
    Kyle Model: by Raven Software
    CAT Rig: by Ashuradx
    Animated: by Wc3Tutorial/Dennis

    41 downloads

       (0 reviews)

    0 comments

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