By Mr.ZzThis Mod aims to replace nearly all in-game textures (which are quite low res compared to the textures in games nowadays) with improved hi-rez textures faithful to the original style of the game and/or with custom textures all of 2 times (some even 8! times) the original size. It is perfectly safe and very easy to install or uninstall from your system because it will not alter the files in your installation folder directly.
More detailed instructions will be included in the release(s).
This newest download is a huge new Pack, combining all former packs aswell as two new levels, Vjun and the "Mercenary" level on Tatooine. For more information click check out the Changelog below.
To install extract the downloaded file to the directory gamedata/base/ in your Jedi Academy directory.
-- Important --
If you have other releases of my mod in your game directory please delete them, this ensures everything will be displayed properly!
Please visit my Mod on Moddb.com: http://www.moddb.com...exture-overhaul
Why you no help??
I do not have the resources to test my mod on different systems apart from my gaming rig, so if someone would kindly help and post his system specs and the framerate or general performance when using my mod i can provide minimum spec info for other players. Now I don't think you need a strong pc for this to work fluently, but your graphics card should probably have 128 megs of ram. but this is just an assumption!
If there is someone who has experience with the id tech 3 engine and its modelling tools and would like to help and take this mod on a new level - please contact me, i'm quite positive on improving the models and meshes too which would then be a total cosmetic overhaul mod improving all graphics throughout the game.
By kalamarayTitle: Enhanced Impact effects + True HD Blades
File Name: Enhanced_Impact_efx+True_HD_Blades.pk3
Effects: This basically gives most of the main vanilla guns (including turrets, ewebs etc) and saber impacts/deflections a more dramatic movie-like effect. I've also removed the graphic effects for force push/pull (the line in the autoexec is needed to remove the clear distortion effect), choke, sight, player shield, and greatly reduced the visibility of protection/absord so it's just noticeable enough to tell that they're on. I've also re-made and/or increased the resolution of some of the effects graphics such as flares, sparks, blaster and other energy bolts. This is still somewhat of a work in progress so if anyone has suggestions or requests for any effects feel free to let me know and i'll do my best to include it in the next update if possible.
Blades: These are an updated version of my most recent blades slightly thickened and brighter with greatly increased resolution (4x the resolution of most HD blades like my last release), this includes the trails and glows of course. There's really nothing to say about these as the quality at this resolution speaks for itself =)
Additional Notes: the only side effects of the force power changes i know of is assassin droids shields are invisible (due to the the autoexec line), and the glows of npc's through walls with force sight is extremely dim as a side effect of the changes to absorb/protection. Also if for some reason you want to just use the blades and want the new saberflare, it can be found in the "borgeyeflare" jpeg in gfx > misc. the actual "saberflare" jpeg is just a supplemental flare. I almost forgot to mention it but i've also replaced the lightning graphics with the ones from Jedi Outcast as i've always thought it looked much better.
Installation: Extract both pk3's into Jedi Academy's /gamedata/base directory as well as the autoexec.cfg (or add the line to your own autoexec if you have a pre-existing one).
By JKHubAuthor: bloodthirstydood
This mod attempts to provide a more immersive hack-slash experience than the default sparks and sparkles that get chucked out when you stab someone normally (or shoot - this mod works with guns as well, with the exception of the Stouker). I was obsessed with the game BloodRayne at the time of authoring this so it may bear some resemblance. This mod comes in two versions - 1.5 and 3.1.
1.5 - lots of big, wide sprites (I think that's what they're called) all over the place; emphasis on volume and area coverage. Extreme dismemberment and small red puff-clouds on gun and saber impacts. Saber impact and particle splatting sounds may be a little loud, but I like the explosive water-baloon-popping sort of aura they help create.
3.1 - a move toward smaller textures that spurt more often. More diversity within the sprites themselves and a trend toward more splatter but less red (less ground coverage). Same amount of dismemberment. Added tails (for us nerds who know what those are) to go jetting out on saber hits and paste small bits of gore wherever they land. The downside is that with so many more images getting drawn everywhere, the game erases old sprites in order to let the new ones land, so sometimes it looks like the blood's evaporating wicked fast as new blood lands on the ground. For this reason, 3.1 may be more suited to single player, when there tends to be more time between killings. The sounds in 3.1 are a bit less splooshy and more splattery.
This mod also declares "helpusobi 1" to facilitate singleplayer cheating.
By RooxonThe latest update brings you a vanilla blade recreations, but much much much more beautiful and on a higher resolution, so even looking up close won't hurt the quality!
Don't worry, for those of you who've liked the previous versions more, I've included them!
Choose >>ONLY ONE<< of the pk3 files:
- r_whd_sb.pk3 (final 1.0)
- r_whd_hd_saber_f.pk3 (former 1.0)
- r_whd_hd_saber_08.pk3 (0.8 version)
Copy it over to your base folder,
the default path is "C:/Program Files/Lucas Arts/Star Wars Jedi Knight Jedi Academy/Game data/Base"
HD Lightsaber blades, greatly improved resolution and quality! Sooner versions 0.8 and Recreation version included
None that I noticed, if you did, message in the comment section!
May the Force be with you!
By HirmanatorThis mod alters the games animations and stances..alot. Looking for a more familiar feeling like in battefront, EPIII the game, or jedi power battles? well this is that mod bringing new stances and swings, jumps, taunts, running, walking, the list goes on. also included in the mod is new lightning effects, saber blades, and clashing effects along with new sounds for all of that. plus star wars hilt overwrites that have their own specific qualities for each. Sounds complicated? well to make it more complex I have made it compatible with Moviebattles II, forcemod3, Ja+. The previous versions of the this mod share some of the same stuff although added tweaks and a few changes here and there make it better.I have scrapped the OJP feature more likely due to that projects work is so hard and fast that I dont want to mess with it.
If for whatever reason you'd like to remove some of the added animations feel free to just use pakscape and copy the base animations you would want and replace it in the CW6 animation.cfg A more detailed process can be given if you just PM me.
Thanks to: makers dragon software for giving me the tool to do this, Don Kain for his work so long ago, JA+ team, MBII team.
By KeyWhat's the main difference between the lightsabers in the movies and the lightsabers in JKA? Physics! That's right!
In reality, when you swing something, the very tip of the object will be moving faster than the part closest to your hand... it must travel a greater distance at a faster rate. So why would it make sense for the saber-trail of a lightsaber to be uniform across the entire blade (JKA logic)? It doesn't... so I made this here mod to try and compensate for the lack of proper lightsaber realism. It's not much, but it's all I've got!
Many of you have played Movie Battles as well - no I didn't steal this from MB2. I made these images entirely on my own. I didn't even know about the MB2 lightsaber effects until someone told me. Anyways, they're clearly a lot better than what I have here - but seeing as they aren't available outside of the actual mod, this is the next best thing (so far)!
This also slightly shortens the kata's saber trail (unintentionally)... makes the kata look at lot less spammy though.
By therfilesNpcSP (1.1) is an incredibly detailed utility for JKA Singleplayer that allows the player to spawn, control, play as, or terminate any of base JKA's NPCs in real-time. The addon also allows you to edit your own character's preferences, such as team affiliation and whether other NPCs can target you. Using this tool, you can practically create your own missions and exciting combat scenarios. What will you do with NpcSP?
Over 100+ diverse NPCs available for selection Utility displays team affiliation in the description text (Red: Enemy, Yellow: Neutral, and Green: Friendly) The ability to collapse and expand NPC categories, for a cleaner screen The ability to toggle NPC freezing Notarget functionality for the player A "Kill all NPCs" button, for easy usage The ability to modify the player's team affiliation Select the likelihood of NPC surrender (Unlikely, Moderate, Likely) Set how long NPC corpses take to be removed Noclip, for quick access Display or hide NPC bounding boxes (just for fun) Spawn your own custom NPCs by adding them to the custom registry! You can add up to 12, but only the number you want will be listed. For instance, you could select '5' and only 5 entries would show in the menu, rather than a "this entry is not used" error!
BETA: Toggle whether or not friendly NPCs (rebels, etc) follow the player (Please note: This feature only works on CURRENTLY spawned NPCs and will NOT affect duplicates of one NPC. This feature will be improved on for future releases) A random spawner (spawn a random NPC from a list of 50) A random Jedi spawner (spawn a random Jedi NPC from the list of SP species) A quick bind key to spawn multiple of your selected NPC on the fly PLEASE NOTE: The game WILL crash to the main menu if you load too many unique models. I think you are allowed 50 distinct playermodels before it will crash. Keep this in mind as you spawn. This will include the NPCs spawned on the SP missions as well. PLEASE NOTE: Vehicles kept in saved games will crash them!
Clear Properties: This clears all force powers, weapons, and sabers of your player so when you select your desired playermodel, you will adopt all of their characteristics (avoids people like the stormtrooper from getting your inherited saber and force powers).
Exit NPC option allows you to exit your controlled NPC at any time The NpcSP configuration menu stays open, allowing you to cycle through multiple NPCs PLEASE NOTE: This command will only select the oldest NPC (for instance, if you spawn 5 stormtroopers, you can only control the first one you spawned) PLEASE NOTE: The npc control code is rather bugged (can't really use force, and weapon selection and firing is really messed up) so use at your own risk!
Kill NPCs by name
About Saved Games:
Please note that a lot of the commands and functionality of this utility are stored in short termed sequences, which are NOT saved with saved games. So, when you load a saved game, some of the commands and features may be mismatched. This is just the way the system works.
VERY IMPORTANT STEPS
Please uninstall all previous versions of NPCSP before attempting to install again.
1. Extract "NpcSP_v1.1.zip" to your gamedata/base folder
2. Edit "npcsp.cfg" with a basic text editor, such as notepad
3. Replace the first [KEY] with a valid keyboard key (such as z, 4 F6, etc). This will be the key you use to open the configuration menu. YOU DO NOT NEED TO KEEP THE BRACKETS. Just use "bind blah blah x" NOT "bind blah blah [x]"
4. Replace the second [KEY] with a valid keyboard key. This will be the key you use to quick spawn NPCs.
5. Save your changes
6. Boot up Single Player
7. When ingame, open the console
8. Type "exec npcsp" into the console and press ENTER
9. NpcSP has now been booted. In order to open the command center, press the first key you set in npcsp.cfg
10. (OPTIONAL) If you would like to add custom NPCs, navigate to gamedata/base/customNpcs/npcsp_custom_registry.cfg
11. (OPTIONAL) Follow the instructions in the .cfg to enable custom NPC spawning
12. (OPTIONAL) Follow the instructions on the respective customNpcs/npcsp_custom.npc files to complete the custom NPC entry
You are free to use this utility to create any mission, artwork, or any other media WITHOUT crediting me (I'd love to see it, though! ) Please contact me if you wish to include this modification with your mod
This is just v1.1. I hope to include an "advanced mode" in v2, which will give you the player A LOT more control over the NPCs themselves. I just wanted to get this out there because development had stalled a bit. Please let me know of any bugs ASAP so I can fix them!
Version 2 Progress
By LangerdWhat can i say... i give you another type of lightsaber caps ... I think that these are better then version 1 (they have animation too) and they look i think better then before. You decide ^^
By CircaRelease date: June 2008
This mod replaces different stances and animations in JA. This is version 2.0. Theres only a few changes. It will edit the following:
Normal standing animation replaced with the normal standing animation from Star Wars: Knights of the Old Republic.
Medium saber stance replaced with the normal saber stance from KOTOR. Just a 1 frame stance so far. Might continue with the full animation some other time in another version.
Fast saber stance replaced with the stance Darth Revan uses when Bastila and other Jedi encounter him.
Strong saber stance replaced with Darth Malak's saber stance.
Dual sabers stance replaced to the one used in KOTOR.
Staff saber stance replaced with the staff stance in KOTOR
Choke/Grip animation replaced with a stance similar to the one in KOTOR. Not totally accurate but close.
Running with saber replaced with the normal running animation.
Running with dual saber replace with the normal running animation also. I thought that the defualt animation looked terrible. Like the player was shaking their hips back and forth. Looks a lot better even thought saber blade hits the ground sometimes.
By kalamarayMy attempt at re-creating in detail the lightsaber effects, sparks, blades and the animation of each blade from The Force Awakens. Since there was only one regular lightsaber color in the movie i did my best to imagine what the other colors might look like using the color layering, contrast/saturation and brightness of the blue blade as an example. I modified Darth Martyr's shader to create the animation sequences for the blades so big thanks to him for letting me use it.
While i put alot of time and attention into every aspect of this mod, i really wanted to bring the effects out by re-creating each unique spark in the various effects from every aspect of their appearance, to the gravity and velocity of each one. The lightsaber clash was difficult as there was a few variations of it so i went with a more neutral one color wise, as opposed to the deep purple/violet. However if for some reason someone would like the latter version let me know as i made it as well recently just for fun.
Installation: Put the TFA_Live_Blades+Effects.pk3 in your base folder along with one of the saber animation pk3's depending on what you want. The main file contains the effects and regular saber blades.
Blade_Animations.pk3 - TFA animations for regular blades with a normal red blade.
Blade_Animations+KyloRed.pk3 - TFA animations for regular blades but with Kylo Ren's blade for red.
Kylo_Blade_Only.pk3 - Just Kylo Ren's saber blade with no animations for regular blades.
By Grab......High quality fonts......
High quality fonts replacement of old ones.
Take one of these .pk3's and put it into your base folder.
By PK_Azlon(Please note - This is a re-release and as such some of the readme content is old and outdated)
Due to feedback, and the fact that I myself was not satisfied with my previous release of this blade pack, I have completely remade the glows for my Episode 3: Revenge of the Sith Lightsaber Blades.
Most people were unhappy with the sky blue blade, and after a 5th viewing of the movie, I was too. So I have gone back and made the blue closer to what is seen in the film, and also made the glows about 64 pixels thinner. While this introduces a little bit of grainyness, the overall blade looks much better.
By KachajalThis mod adds some sabers that simulate a few possible RGB colors in singleplayer.
This ONLY includes single sabers and dual wielding, no saber staves.
It is possible to make this sort of thing for saber staves, but you would need to edit a model and add a couple of blade tags. Check out a hilt-making tutorial if you're feeling up to it.
Place the add_saber_colors.pk3 in your Jedi Academy GameData\Base folder.
Load a save or start a new game.
Press shift + tab to open the console.
Type helpusobi 1 to enable cheats.
for a single saber, or
saber sabername sabername to dual wield sabers.
The available sabernames/colors are:
All of the sabers except twocolor and multicolor should be equivalent in gameplay to normal sabers, except for some mostly unnoticeable things (more sparks, etc).
Twocolor and Multicolor are different, as they aren't composed of two fully overlapping blades like the rest. This means that they may be slightly more or less powerful than normal sabers. I tried to compensate, but it's not ideal.
I strongly recommend editing the files and playing around with the twocolor and multicolor color combinations if you're partial to those. There are quite a few possibilities.
All of the sabers use the saber_9/Firebrand hilt. If you wish to use a different one, simply edit the colored.sab file within the pk3 and change the "saberModel" line to whatever model you wish to use. You should be able to use any hilt, default or not.
The saber colors reset upon a mapchange, forcing you to use the saber cheat again. I don't know of a way to fix this at this point.
By InyriThis mod adds species menu support for all base assets playable models from Jedi Academy.
Complete may be a misnomer. The engine does not support having all 52 (give or take) playable models, so this pack is split into two PK3s, of which you may only use one at a time. It's basically the first half of the models and the second half, alphabetically (speciespack_if.pk3 goes from Alora to Rax Joris and speciespack2_if.pk3 goes from Reborn to Weequay). Both PK3s include hoth clothing for all 6 Jaden variants.
Each playable model has been given SP species support so that all default, red team, and blue team heads, torsos, and lowers are mix'n'match. This works better on some models than others, naturally. This is available both as a SP mod, to select your favorite default model for SP play, or you can also use it to customize your favorite model for MP play by using the species menu (I like a half-blue half-red Boba Fett, myself).
I take no responsibility for how crappy some of these default models are... That's Raven's business.
By aidyAs the name would suggest, this is a small mod that changes the saber stances and a few tweaks to the ingame animations;
Blue, Yellow and Red Stance has been changed, each has its own animation when switching stances. All walk forward animations for all saber types has been changed also. The Duel and Staff saber walk always looked terrible to me and needed a change.
Quite a few other minor animation have also been adjusted;
When you drop off a ledge, you no longer assume the crouch position. Some/most Taunt animations have been modified.
My personal favourite modification is the block blaster animations.
Now when someone shoots at you, you perform a neat swing of saber in front of yourself. I was looking for something that reflects Anakin's 'arrogance' in combat here, I feel this has done it to the best of the available animations available in game, without actually creating any new ones. (I don't know how to create new animaions)
By SentraComplete replacement for Jedi Academy Multiplayer Interface! Replaces every multiplayer menu (Solo Game, Join Game, Setup, Controls etc.) to newest.
Please note that it has been developed only for Jedi Academy MP, not SP!
With new style, awesome design, a lot of features, new in-game settings and complete different and modified menus, this modification will bring to you new awesome experience and fun! The main difference is the complete new add-on that will change the main MultiPlayer GUI to newest made by us in space holographic style. Each menu has its own design and background animations like the glow of the sun, flying spaceship, battle scene etc. Other feature is modified setup menu that have new settings like custom resolution, Field of View setting, texture bits setting and more. Also there is complete new font (like from Call of Duty series, some TV series). All the default MP icons have been changed too.
Main menu, completely redesigned in the style of 2.5D!
New background animations and awesome screen-to-screen transitions!
In-game part are changed too. You don't have to see these boring, dull and low-quality icons and menus. Now game looks quite different!
New SETUP graphics options.
Finally the SD-version specially for low-end PCs! And we have compressed the GUI’s size to only 60 MB instead of 100. This should really help with overall performance.
Sure, the menu has a number of requirements:
Mod japlus for better experience (it works on base too, but it was made for JA+, so some features won't be available until you install it).
512 MB+ / 1 GB+ RAM for SD / HD versions. If you have an error where last line says something like "TAG TEMP PNG, error to allocate ** (some megabytes) **, it implies lack of memory.
How to install:
Open the 'files' folder;
Copy the 'swg.skyline.ui.pk3' and paste it into 'GameData/japlus' folder of your Jedi Academy (or in 'GameData/base' if you don't have japlus mod installed).
Q: I have installed the menu and after that I still have original JKA menu with HUGE fonts. How should I fix it?
A: Open the explorer, go to JKA directory (e.g. 'C:/Games/LucasArts/Jedi Academy/'), open 'GameData/base' folder (or 'GameData/japlus' if you have japlus mod and you have installed the menu in this folder), find our menu's pk3 file 'swg.skyline.ui.pk3' and then rename it to 'zzz.swg.skyline.ui.pk3'. That will help.
Nozyspy’s review on JK3Files:
(If there will be something like 'The following error has occured: Invalid File ID!', just press Refresh until it shows the correct page)
theRfiles’s review in his newsletter (page 2):
(This review is based on the ‘base’ version of the game, not the JA+, and because of that there weren’t some ja+’s features like skin preview)
TwinBlade (Angel Soul on JKHub) for the force icons.
Taeneron and Sebastien Hue for backgrounds (main menu and credits).
By Angel SoulUltimate Force Icons Mod v.2.01b aims to change the force power icons. Choose from three different sets, with tons of effects of your own choice.
Single Player menus have been altered in this version, and music has also been added to the SP menu! You can also install the all new custom UFI HUD as well!
FOR NEWS AND MORE DOWNLOADS PLEASE VISIT THE PAGE:
By d_andrasVery Late but finally here we have one version of the BGMod, featuring reedited textures, enhanced, sharpened, and new shadows applied and new lightmaps.
THIS MOD IS NOT RELEASED BY LUCASARTS AND IT IS NOT GUARANTEED TO WORK ON ALL SYSTEM CONFIGURATIONS
THIS MOD WAS CREATED USING THE ORIGINAL LUCAS ARTS RELEASED TEXTURES FOR JEDI KNOGHT ACEDEMY, THE REST OF THE WORK GOES TO THE GRAFSOFT TEAM
ANYONE CAN CONTRIBUTE OR REDISTRIBUTE THIS MOD, HELPING US TO MAKE IT BETTER JUST CONTACT US AT: email@example.com
Special thank to SoboArves and Arbiter for helping and testing this mod.
This mod does not modify gameplay at all, it only enhances graphics and yet textures are smaller in size than before.
This mod is not an actual gameplay modification, so it applies for any mod you have already, if you prefer BASE and PURE servers there is no problem, this mod runs on PURE servers.
All maps have been remade, objects are still the same, we will soon release the next version where hopefully all objects from original JKA will be enhanced.
I also included My good friends saber hilt in this mod: The NRN saber, thank you Arbiter for your great work....
This mod has been tested on the following:
Intel Pentium/Celeron 4 1.6GHz,Socket 478 CPU with 256KB cache, Matrox Millenium G200 AGP 1x 8MB, 128MB RAM, DDR1(266), with UDMA 2 hard disk.
AMD Athlon 1.6GHz, AGP 4x 32 MB Riva TNT, with 512 MB RAM
AMD Athlon 1.8Ghz 512MB ram
Intel Core 2 Duo 1.8Ghz 1GB ram
Intel Pentium 4 3.2GHz 1 GB ram
Intel Pentium III 450 MHz 256 MB ram
And the following video cards:
Nvidia Geforce MX440 64MB 64 bit
Nvidia Geforce MX4000 128MB 64 bit
Nvidia Geforce Fx5200
Nvidia Geforce FX5500
Nvidia Geforce 6600 GT
Nvidia Geforce 7900 GS
Ati Radeon x550 256 MB
Ati Radeon x550 512 MB hyper memory
Ati Radeon X1300 PRO
Ati Radeon X1600 PRO
Ati Rage 3D 8MB
Matrox G200 8MB
For best BGmod impressions we recommend lowering your game brightness with 10-15%
On the configurations mentioned above the game ran with 28-34 Frames per Second (minimum) after the mod was applied, before mod apply users had 29-36 (minimum) FPS depending on the map.
By Grab......Weapons high fov fix......
Fixed explosives placement for high fov;
No hole in rocket launcher for high fov;
Repeater crosshair is no longer levitating.
Take one of these .pk3's and put it into your base folder.
PS: readme is stupid.
By JKHubOriginal Author: Snowgrim
Adds blood to both single and multiplayer in Jedi Academy, for all you violent people out there.
This is a sequel to a blood mod I made for JO. As you probably have already worked out, blood+(SP).pk3 is for single player and blood+(MP).pk3 is for multiplayer. Either file can be used in both SP and MP, however, the SP mod will not have blood spatters on the walls in MP, and the MP mod is likely to decrease SP performance.
I have addressed a number of problems with my earlier mod: most importantly the blood no longer glows in the dark (Huzzah!, it's only taken 10 months to work this out), also due to many requests I have increased the amount of blood that is spilled, hence the name Blood+ (I was originally reluctant to add too much blood, but I actually prefer it with more now). Unfortunately I was unable to make the blood stay for longer (I believe the amount of time a decal is shown is set by a default value somwhere in JAs code and is also influenced by the limited number of decals allowed at once, but I cannot see it), however I think decals stay longer in JA than JO anyway.
Finally I would like to thank the movie 'Fight Club' for the inspiration for the blood textures, and the new 27min trailer for 'Metal Gear Solid: Twin Snakes' for showing me how it should be done.
By spiorThis is just a stance mod that changes the stance for all the saber styles to backhand.Please keep in mind that this is a V1,but still if u ask me it looks pretty acurate .
By JKHubOriginal Author: Mr. Killer
Several game effects have been changed (especially saber effects), among other things.
By Grab......High quality icons......
High quality icons replacement of old ones.
Take one of these .pk3's and put it into your base folder.
No new icons for: melee, cloak, zoom.
By DarthNormaNBuildtime : 1 night
New textures : Yes
put the .pk3 file into your 'JediKnight:JediAcademy/GameData/base' folder
I tested this map on a clear version of JKA. So if there are still some unexpected bugs contact me personally or in the forums i mentioned above. But i hope that won't be necessary ;P
» Darth NormaN
You are allowed to use textures/shaders/effects for your own projects - IF THEY ARE NON-COMMERCIAL!
By DustyA force lightning mod. There are tons of these around, but I wanted to make my own version with some slightly altered features.
- new image for Force Lightning from JK2 I believe (I think it looks more snazzy)
- less lightning bolts drawn on screen at any given time, however individual bolts are slightly thicker (meant to make individual bolts feel more "powerful", also just for a cleaner looking lightning effect)
- the orb(s) the lightning comes out of are a bit smaller to be in better proportion to the lightning bolts
- optional ambient lighting effects for force lightning (the lighting that appears on the ground/walls/ceiling around the lightning bolts)
- choice between different colors of force lightning
PK3 packages: (explanation of what the ending suffixes mean)
B - Blue Lightning. No ambient light.
BL - Blue Lightning. Yes ambient light.
BP - Blue Lightning for levels one and two of the force power. Purple lightning for level three of the power. No ambient light.
BPL - Blue Lightning for levels one and two of the force power. Purple lightning for level three of the power. Yes to ambient light.
P - Purple Lightning. No ambient light.
PL - Purple Lightning. Yes ambient light.
I felt that in the Base JA effect and in most lightning effect mods out there, that there were too many lightning bolts drawn on screen at once. Rather, I thought the individual lightning bolts should seem more powerful, rather than the power of the lightning seeming to come from 30+ bolts on the screen at once, and I thought it looks too messy with that many bolts anyway.
The image for the lightning is borrowed from JK2 I believe which is purple by default. I borrowed a couple images from a mod on jk2files.com called "New Lightning Effects" but since jk2 files is down I can't check to see who the author was. I'm pretty sure though all he did was color the JK2 lightning effects blue.
I'll probably release a full version of this with more polish, like more lightning styles and some improvement on the look and color of the ambient lighting, but honestly I've tinkered with this for so long I just wanted to finally release something.