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Exporters for the Quake III .MD3 model format.
This was a tag-team effort between DT85 and myself... and at times we called on outside experts to help us overcome some of our coding challenges.
3ds Max versions Supported:
For v2.3 features, installation and usage instructions please see the included readme_v2.3.pdf file.
- Make your model.
- Apply your texture using the 'standard' material only.
- Make sure your texture is in a 'models' folder (e.g.: models/map_objects/ships/ship.jpg ),
*** or alternatively name your material slots with the relative path and check "Use material name..." -- this new feature does not require a "models" folder in the path name.
- Make sure the destination folder has 'models' in it (e.g.: models/map_objects/ships ).
- Export it with 'Smart paths' checked and/or 'Use material name...'
- For a static model (no animation) just leave the default value of '0' in the 'frames' field.
Pop'N'Fresh (original code)
DT (code enhancements)
Archangel35757 (code enhancements)
By SomaZDescription: This is an id tech 3 bsp entity editor. It can render opened bsp files with vertex colors, you can pick entities in the render with a simple click, you can edit the entity string, you can save the bsp file afterwards or choose to save as .ent file instead. The preview is updated when you click the button under the viewport.
Credits: illwieckz for some lines of code, Jon Wright for pyopengltk, Insidious for his simple text editor tutorial
W - Move camera forward
A - Move camera to the left
S - Move camera backwards
D - Move camera to the right
SPACE - Move camera upwards
C - Move camera downwards
LMC - Select Object under the cursor
RMC Hold and Drag - Rotate view
Mouse Scrolling - Move camera forwards or backwards
H - Hide currently selected entity
Alt-H - Unhide all entities
ESC - Deselect entity
* How to install *
I build an exe for ease of use. It's build via pyinstaller with following command:
pyinstaller --noconfirm --onefile --windowed --name "BSP Entity Edit" --add-data "C:/Users/.../Desktop/BspEntityEdit/pyidtech3lib;pyidtech3lib/" --hidden-import "numpy" --hidden-import "ctypes" --hidden-import "pyopengltk" --add-data "C:/Users/.../Desktop/BspEntityEdit/edit_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/file_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/format_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/help_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/ogl_fbo.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/ogl_frame.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/ogl_objects.py;." "C:/Users/.../Desktop/BspEntityEdit/main.py"
I included the full source code, so you can build it yourself or run it in your python environment of your choice. You need to install following packages to run the code: numpy, ctypes, pyopengltk
Tk must be installed too, but usually it's part of the standard python install
You can run the code afterwards with:
Supported games (or at least tested game bsp files):
Star Wars Jedi Outcast
Star Wars Jedi Academy
Star Trek Elite Force
By MrLaayTHIS IS NOT A MOD FOR JEDI ACADEMY
THIS IS A MOD FOR MINECRAFT
For the recent Hekathon speedrunning event, DrMeowington, a fellow jka speedrunner, and I have recreated the first act of the JKA Singleplayer along the Speedrun route. You can see us run the map for an unknowing crowd of JKA speedrunning legends.
https://www.twitch.tv/videos/1807641558?t=05h50m5s (at the Timestamp 5:50:05)
We have implemented Quicksave/Quickload mechanics, Force Jump I, as well as other small gags and references.
In addition, we have found an old Minecraft mod kept alive by ZeithComms that implements Quake1 movement into Minecraft. Since the Mod was open-source I have adjusted it to replicate Quake3 movement instead.
Here is a more in-depth Showcase of the map
By InterfaceDEvaheb can open IBI files and convert them back into text file scripts you can open and edit with BehavED.
DEvaheb 2.0 is command line only. However, it can open a text editor of your choosing when it has decompiled (such as notepad, BehavED,VS Code, etc.).
The DEvahebOpen.cmd file wraps the executable and opens notepad. You can use this cmd file instead of the .exe to open your IBI files. You can edit the .CMD file in notepad (right-click Edit in Windows explorer) and instead of opening "notepad" you can point it to the location of BehavED.exe on your system, etc.
Find the source code, file issues and ask questions at https://github.com/jorisdg/DEvaheb/
By SdeltroomTAn artwork of the wonderful model of the Nightsister Zombie that Noodle made!
By mrwonkoNew version! Check out my GitHub for the latest pre-release, which supports newer Blender versions and addresses various shortcomings. A new JKHub release will follow at some point.
A manual is included, make sure to read it if you're having problems.
This is a compilation of all my Blender plugins, ported to 2.64:
MD3 Exporter (originally by Xembie, forked a couple of versions ago) ROFF Importer & Exporter ASE Importer & Exporter (specifically for GtkRadiant/Q3Map2 - very simplistic) .map patch exporter - i.e. export as patches GLM/GLA Importer & Exporter and animation.cfg exporter with support for everything, including creation of new playermodels and animations. Installation:
Go to the Blender User Preferences, select "Install Addon" and select this zip.
By GamerRedNeckI decided to make two different banner ideas as a way to see which one would work better for the website, whether it be a collage of sorts that shows aspects of the games, or a screenshot of a seemingly iconic moment in Jedi Academy. (I reuploaded this because the original post was in jpg, not png)
By SWPlexDear JKhub-Team,
thank you for giving the Star Wars Community the opportunity to show some love for this
great Game and for a great Website in jkhub.org.
I had a blast creating this Banner for the Website and some more seasonal Variations.
As you're browsing my files you can see that i also put in example Images which show how the
Banner would look on the front-end of the Website. I thought it would help you envision it.
I am just happy to be apart of this because i played Jedi Academy since i was 6 and i'm pretty
old now 😛 (23 Years old). But anyway, if i can make it as a winner im open to any request for
more versions of seasonal events or holidays, just tell me and i can do something for you!
Thanks again and i hope to hear from you soon!
Best Regards, Leon aka. SWPlex
By BenSlzakI took a screenshot from mzyanide's video (https://www.youtube.com/watch?v=BsCXtS07fvA), simplified it and drew some jedi on it.
Winner of the 2022 Banner Artwork Contest
By ZelZelWinner of the 2022 Banner Artwork Contest
By ScooperThese plugins were created on request by Milamber, with a lot of cooperation from him for testing and feature requirements.
They allow you to import .glm models to Autodesk 3DS Max 2010 - 2022, both 32bit and 64bit versions. (32bit support was discontinued from 3DS Max 2014 and up, so there are no 32bit versions of those.)
GLM models that are weighted to a skeleton can be imported with a skeleton if you have the matching .GLA file. If you do not have one, you can cancel that step and you will have an unweighted model imported.
The plugins have been tested with creating/modifying for Jedi Academy:
- Player models
- Creature models (Non-player usable models, such as rancor and wampa)
Should probably work for Jedi Outcast as well, but this has not been tested.
The plugins have been tested and verified with the following 3DS Max versions:
- 3DS Max 2011 32bit
- 3DS Max 2011 64bit
- 3DS Max 2012 64bit
- 3DS Max 2015 64bit
Pick the required plugin matching your 3DS Max installation, and put it into your 3DS Max plugins folder.
You have 3DS Max 2015 (64bit, since there is no 32bit) installed at the following location:
"C:\Program Files\Autodesk\3ds Max 2015\"
Move the following files:
"C:\Program Files\Autodesk\3ds Max 2015\plugins\"
You have 3DS Max 2011 32bit installed at the following location:
"C:\Program Files (x86)\Autodesk\3ds Max 2011\"
Move the following files:
"C:\Program Files (x86)\Autodesk\3ds Max 2011\plugins\"
How To Use
Milamber has created a tutorial on JKHub:
- Milamber. For requesting the plugins. And being the tester verifying all the functionality, and making the requirements. And being the prime motivator and reason for this project being completed at all.
- Archangel35757. For providing necessary assets. And at this point being the owner of this and providing updated versions.
Re-compiled for 3ds Max 2021. See the included readme and FAQ for installation and usage.
Re-compiled for 3ds Max 2022. See the included readme and FAQ for installation and usage.
By AshuraDXThis is something that I've been working on since like 2017. But I finally got around to rebuilding this thing for the third time - this time properly and with all bones for Jedi Academy, Jedi Outcast and even Soldier of Fortune 2.
Most of you are probably like "What the Hell is this?", so let me explain:
What is CAT and what can I do with it?
CAT Is a very versatile Rigging and Animation System for 3ds Max. It allows you to quickly and comfortably make high quality Animations, after setting up a Rig that is equally quick to build. This Video (and this Channel in General) explain what CAT is and what it can do really well:
This rig comes in a 3ds max scene with the original Jedi Knight Game bones constrained to it. This means that when you move any part of the rig, the bones of the character move accordingly. It is also organized in layers and comes with a couple of useful premade selection sets to streamline animating and exporting your animations to the game.
How do I use it?
To export animations and get them ingame you will need the Jedi Academy SDK Repack and the dotXSI Exporter for your version of 3ds max. (I linked the exporter for 3ds max 2021 underneath - check the authors other uploads for alternate versions)
When CAN I use it?
The file has already been uploaded and approved here on JKHub and I hope to get a tutorial written up and recorded until next weekend. WC3Tutorial from the JKCommunity Discord, who has been Alpha-Testing the initial Version of the Rig heavily, might beat me to recording a tutorial - if that happens I'll link it here. I'd be happy to hear any questions you might have upfront that might help make the tutorial better and easier to understand.
If you fancy messing around with this rig before the tutorial is up - don't be shy to reach out to WC3Tutorial or me on the JK Community Discord #modding channel.
By KazokasThe True Trump comicis. Trump the Duke after galactical defeat must to fight the way out of the Endor. The planet is infesteted by the terorists,where the sucms of the galaxy prepares hellend for the imps.
By MauiBlender Version:
2.91 (most likely compatible with earlier versions that use atleast Python 3.0)
Features / What it can do:
Parent Objects/Tags Clean Hierarchy -> Usage explained in tutorial Folder Browser Create Skin -> model_default.skin
Please visit my Github to download the latest version since the download link has one of the first releases. Using Github allows me to instantly update the addon when needed.
Current uploaded picture is showing one of the very first releases.
Download from Github: https://github.com/Mauii/skeleton_tool
I recently began learning Python along using the Blender API thanks to @Milamber. I'd like to thank you for giving me this idea and support on every other way.
This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions.
Re-compiled for 3ds Max 2019 (Recompiled Jan 3, 2021 to fix internal version number) See the included readme and FAQ for installation and usage.
Re-compiled for 3ds Max 2020. See the included readme and FAQ for installation and usage.
(OUTDATED. TO GET MOST OF THE NEW TEXTURES DOWNLOAD MY CLOUD CITY SHAFT MAP AT HERE: http://www.mediafire.com/file/yrqns9vzewkat68/Cloud_City_Shaft.zip/file)
This is a texture mod that changes the textures of the FFA Carbon Freeze by LivingDeadJedi and some bespin textures to adhere more to the movie. Its a simple reskin really. The pk3 file should be bellow the original FFA Carbon Freeze file.
By AshuraDXA small calculator to help determine the max amount of vertices for your playermodel before you start seeing the famous "ran out of transform space" error.
Choose the game executable you are using to check against their transform spaces or enter the transform space for your custom game executable if you are running a mod that changes this value.
The calculation works as follows:
'max verts' = ('transform space' - 4 * ('playermodel surface count' + 'weapon surface count')) / 20) - 'weapon vertex count'
Included is the raw *.py python script, aswell as a packed *.exe for those that prefer simplicity and ease of use.
If anybody wants to modify this script to work in blender go ahead ?
By GazI've always loved the old school Jedi Academy wallpapers, but I could never find any at a modern resolution. So I decided to recreate them.
I used the original wallpapers to dictate the layout, used Silink's JK logo shape, then recreated the text, the company logos and the small trademark/registered symbols.
Hope you guys enjoy.
© Activision, Raven Software, Lucasarts and/or their licensors.
MD3View is a model viewing tool for the MD3 and MDR model formats.