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Utilities

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  1. Blender - Skeleton Tool (your future All In One addon for JKA models)

    Blender Version: 4.1
    Idea behind it:
    I used to do Frankenstein Modelling for hours each day and I was thinking about simplifying these steps. How do I make it less time consuming to parent everything and set names, create .skin files and so on. That's when I got into Python coding and learned how to use the Blender API thanks to @Milamber.
    He has been my inspiration source for years.
    I want to keep updating the code so it looks more neat and make it an All in One addon for modelling in general.
     
    Features (Everything will be parented according to the proper hierarchy (naming convention advised)):
    Parent Body Parts -> Parent every object that's not a cap or tag Parent Caps -> Every cap will be parented Parent Tags -> Every tag will be parented  Folder Browser for the Create Skin function Set Ghoul 2 Properties -> Every object will be given a g2_prop if not present. Use this function before pressing Create model_default.skin Create model_default.skin -> creates a model_default.skin file at the selected folder path Parent Vehicle Parts -> Every object, cap and tag will be parented Remove Parents -> Removes parents from all objects Clean duplicates in hierarchy -> Every duplicate object with .00 in its name will be deleted It also has a .blend file with skeleton_root and all the default Tags (all LOD levels). The new remove parents and vehicle parts functions described above are inspired by @mjt
     
    ALWAYS CHECK GITHUB FOR THE LATEST CHANGES AND FOR THE README FILE, THIS WILL BE UPDATED ALONG THE ADDON
     
    Visit me on Github: https://github.com/Mauii/

    180 downloads

       (0 reviews)

    20 comments

    Updated

  2. GLAMerge

    This program written by Alex Shapiro (aka ASk) allows for merging 2 .gla files, something that is a must when making animations for characters in this game. I take absolutely no credit for this, just uploading since the original authors website is no longer in existence and strongly feel that it is something that cannot be forgotten about.
     
    Original Readme
     
    //========================================================================
    //
    // GLA Merger version 1.2b
    //
    // Copyright 2003 by Alex Shapiro (aka ASk)
    //
    // Additional credits go to (in no particular order):
    //
    // Wudan, RazorAce, JaiiDerHerr,
    // Tchouky,CortoMaltes, Jedistone
    // and anyone that I have forgotten
    //
    //========================================================================
     
    ==========================================================================
    ==
    == DISCLAIMER:
    == THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION,
    == RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
    == ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
    ==
    == THE AUTHOR IS NOT TO BE HELD RESPONSIBLE FOR ANY DAMAGE THAT THIS PROGRAM
    == MAY CAUSE TO USER'S COMPUTER, INCLUDING BUT NOT LIMITED TO: DATA LOSS,
    == CRASHES AND INSTABILITY.
    == REMEMBER: USE OF THIS PROGRAM IS OF YOUR OWN RISK.
    ==
    ==========================================================================
     
     
    ============================= Instructions ==============================
     
    ****************** BACKUP FILES BEFORE USING THIS PROGRAM ****************
     
    1) Put the 2 .gla files into the same directory as the program
    User .gla file must contain the 'base' pose (the DaVinci pose) as first frame, it will be ignored during merge.
     
    2) Invoke the program as "glamerge.exe firstfile secondfile [-o]|[-l]"
     
    - If invoked in this format, 2 user .gla's may be merged into 1.
    - If invoked in "glamerge.exe file" format, _humanoid.gla from the current dir is used as first file.
    - The optional -l switch makes the program dump the bone data (hierarchy) from both gla files, then quit.
    - The optional -o switch makes the program eliminate any redundant bone data (producing .gla files comparable to the ones produced with carcass.
    - If both -o and -l are specified, the second of two (in the order they are specified) will be ignored
     
     
    - The program rearranges the bones in the correct order, so as long as the hierarchy/origins are the same, it should work
    3) Enter the name of output file
     
    4) Add your animations to animations.cfg file
     
    5) Enjoy

    360 downloads

       (2 reviews)

    7 comments

    Updated

  3. 3ds Max Quake III MD3 Exporter Multi-Version Pack

    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:
    **********************************
    6 (32-bit)
    7 (32-bit)
    8 (32-bit)
    9 (32-bit/64-bit)
    2008 (32-bit/64-bit)
    2009 (32-bit/64-bit)
    2010 (32-bit/64-bit)
    2011 (32-bit/64-bit)
    2012 (32-bit/64-bit)
    2013 (32-bit/64-bit)
    2014 (64-bit)
    2015 (64-bit)
    2016 (64-bit)
    2017 (64-bit)
    2018 (64-bit)
    2019 (64-bit)
    2020 (64-bit)
     
    For v2.3 features, installation and usage instructions please see the included readme_v2.3.pdf file.
     
    Exporting Process:
    **********************
    - 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.
     
    Known Issues:
    *****************
    - None.
     
    Credits:
    *********
    Pop'N'Fresh (original code)
    DT (code enhancements)
    Archangel35757 (code enhancements)

    1,112 downloads

       (6 reviews)

    7 comments

    Updated

  4. BSP Entity Edit

    Description: 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
    Source: https://github.com/SomaZ/BSP-Entity-Edit
    Viewport Controlls:
    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:
    python main.py

    Supported games (or at least tested game bsp files):
    Star Wars Jedi Outcast
    Star Wars Jedi Academy
    Star Trek Elite Force
    Quake 3
    Xonotic
     

    174 downloads

       (1 review)

    13 comments

    Updated

  5. JKA in Minecraft: MineAcademy [DEMO]

    THIS 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
     

    28 downloads

       (0 reviews)

    3 comments

    Updated

  6. DEvaheb 2.0

    DEvaheb 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.).
    https://github.com/jorisdg/DEvaheb/blob/v2.0-beta.1/Usage.md
    Quick Start
    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/

    729 downloads

       (2 reviews)

    8 comments

    Updated

  7. Carcass

    Compiles Ghoul2 models (GLM) from dotXSI files (supports dotXSI versions: 1.1, 1.3, 3.0, 3.5). This version does not exhibit the bone jitter that was present in the original SDK carcass.exe, and is meant as a replacement for it.

    208 downloads

       (4 reviews)

    7 comments

    Updated

  8. Blender 2.64+ - Jedi Academy Plugin Suite

    New 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.

    7,672 downloads

       (19 reviews)

    20 comments

    Updated

  9. 3ds Max 2022 dotXSI 3.0 Exporter

    Re-compiled for 3ds Max 2022. See the included readme and FAQ for installation and usage.  

    50 downloads

       (0 reviews)

    0 comments

    Updated

  10. Jedi Knight CAT Rig for 3ds Max 2013+

    This 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.

    216 downloads

       (1 review)

    0 comments

    Updated

  11. Blender 2.79+ - Jedi Academy Plugin Suite

    This is mostly the same as the file found here, except GLM export has been rewritten to use a more modern mesh pipeline.
     
    The Improvements:
    Custom Split Normals support No longer need to split the mesh on UV seams Modifiers with "Render" visibility are automatically applied at export

     

    This project is on github here.

    1,858 downloads

       (5 reviews)

    14 comments

    Updated

  12. Dragon

    Author: Wudan
     
    -1- General Information
    To put it simply, Dragon is an animation creation and editing tool for the Ghoul2 animation file format, .gla, used in both Jedi Knight II: Jedi Outcast and Jedi Knight: Jedi Academy (hereafter referred to as JKA). It's primary purpose is to create animations and write them in to the .gla format, which can then be merged with the existing JKA animations (or other .gla files) for use in-game with little knowledge needed.
     
    Dragon has been created on a machine utilizing an AMD Duron 950, 256 MB ram and an ATI Radeon 9200 videocard, which is a fairly low-end system by today's standards. As such, most computers should be able to handle Dragon program smoothly (but, because of Dragon's avatar system, it is possible to put too much strain on any system.)
     
    Dragon features:
    A drag-able and transparant UI
    An Avatar system
    A Console to do nifty things!
    A Complete Bone List to animate
    A Standard model
    A few example animations
    Light Saber Rendering (extremely nifty)
    Weapon Rendering (blasters rockets etc)
    A floor tile, for better animations
    Save and load system
    A blending option
    And probably much more

    -2- Installation
    The current release (0.1.0) is just a .zip file - you will need a program such as WinZip or WinRAR to extract Dragon. When you extract Dragon, it is important that you keep the folder hierarchy as it is in the .zip file. If you extract Dragon to C:\, the program will be in C:\Dragon\ All you'd need to do is navigate to that folder using Windows Explorer and double-click Dragon.exe. As of 0.1.0, Dragon has a default model that is loaded using the default Avatar, so you should see a shiny little guy, ready to animate.
     
    -3- Getting Started / Basic Usage
    Ok, you've gone through the trouble of downloading Dragon, extracting it, and running the core executeable - now what?
     
    You should see a shiny little gray dude, a box that says "BoneList" and a box that says "SliderBox". Below the gray dude is a little stick thing, made of a white, green, and blue sticks. You still with me? Cool.
    Let's focus on the BoneList, since it's basic use is pretty easy. You see a list of bones - model_root is in the middle - the active bone is dislplayed in the middle of this box. You can click on any of the bones listed above or below to switch to those bones - as you change bones you will notice that the stick thing (the white, green, and blue sticks mentioned earlier) change position and orientation.
    Ok, now you're ready to do some fun stuff. See that slider box that you've been itching to mess with? This is the heart of Dragon - You have several things in here that are noteworthy - a Reset Button (completely obliterates any posing you've done of the current bone), and two sets of 'Sliders'. The sliders on the left are the important ones - the ones on the right we'll get to in a minute.
    Go ahead and select the r_femur_YZ bone in the BoneList. Next, click on the green slider on the left - and hold your mouse down - and move your mouse left or right. You should see the gray guy's leg swing back and forth. You can now try moving the blue slider - his leg will sway from side to side.
    Getting from here to making a cool stance is actually pretty easy - it's like playing with GI Joes, or some such action figure - you just pose the model how you want it. It might take some getting used to, but you're on your way
     
    -3- Console Commands / Advanced Usage
    Dragon uses a console, designed to be somewhat familiar to people who've played a game based on the Quake3 engine. First up to bring down the console press ` (you may need to enter ASCII code 0126).
     
    Console Commands:
     
    screenshot
    Takes a screenshot - saved in the 'screenshots' folder.
     
    fnext
    Go to next frame (Hotkey: K)
    NOTE: Also used to create frames, hotkey does NOT create a frame
     
    fprev
    Go to previous frame (Hotkey: L)
     
    fdel
    Delete frame - (deletes the current frame.) After deleting, Dragon will go to either the next frame (if there is one), or the previous frame (if there is not one.)
     
    fcpy <number>
    Frame Copy - Copies a specific frame number.
     
    fcpyprev
    Frame Copy Previous - Copies the frame before this frame. If there isn't one, it does nothing.
     
    fcpynext
    Frame Copy Next - Copies the frame after this frame. If there isn't one, it does nothing.
     
    fspeed <number>
    Frame speed, if you want your frames play at a higher rate, you need a high fspeed, you want a slower rate, u need a small fspeed. Default fspeed is 20. Usage: fspeed 20
     
    fblend <number>
    This is what makes the animation smooth. Its simple to use once u get used to it. Usage: in frame 1 is a stance in frame 2 is a different stance. U want the switch between stances to be fast, so 10 frames should be right. Bring down the console and type: fblend 8. now u should have a smooth switch from stance to stance. NOTE: To prevent odd bugs from happening cycle trough the animation mannually once before clicking the preview button! Always substract the amount of frames u already have for example if u want an animation to last for 20 frames and u have 5 frames animated than its 20-5 = 15 , fblend 15. Hope that makes sense play around with it.
     
    finsa
    Inserts a new frame after the current one.
     
    finsb
    Inserts a new frame before the current one.
     
    save <name>
    Saves a .cfg file to Dragon's directory. This file describes the animation you are currently working on. You do not need to add the .cfg, Dragon does this for you. So, 'save myanim' creates myanim.cfg in the Dragon directory.
     
    load <name>
    Loads an animation over the current animation, creates the necessary number of frames (but doesn't nuke any frames - so if you load a 5 frame anim and have 10 frames, you'll have 5 frames on the end of your workspace that you probably don't need. Use fdel to nuke 'em.
     
    savegla <name>
    Saves a .gla file in Dragon's directory under your given name. Usage: savegla my_stance
     
    impframe <number> <number>
    Import frames from the loaded .gla - so that you can edit previously finished animations. The first <number> is the starting frame number for your import, and the second <number> is how many frames to import.
     
    It is recommended that you use the save and load commands to work on animations, as saving to gla and reimporting several times introduces compression artifacts - in layman's terms, your animation will be broken and you may need to re-do the entire thing. Importing from the original should be fine, as that's what the target executeable (in most cases, Jedi Academy) does anyway.
     
    NOTE: To load up a gla you have to edit an avatar file, or make a new one. More on this in the avatar section.
     
    -4- Avatar System
    The Avatar System is one of the more robust components of Dragon. With it, you can animate multiple models at once, bolt models to those model's bones, change the saber's color, and length. So, how to access this advanced functionality? Listen well, young traveller, for a world of infinite possibility awaits those with a steady hand and an open ear.
     
    Dragon, in 0.1.0b, comes with "avatar/default.cfg". (Now might be a good time to set Notepad to be the default editor for .cfg's, if it isn't already.) Opening that file shows:
     

    Wudan{{org 0.0 0.0 0.0gla _JAhumanoid.glaglm models/players/stormtrooper/model.glmskin models/players/stormtrooper/model_default.skinbolt models/weapons2/saber_dual_5/saber_dual_5.glm rhang_tag_bonecolor 0.05 0.15 0.05length 32.0}}
    The syntax is fairly similar to .shader file format, so skinners won't be at a total loss here. There are three main, must-have parts of an avatar file, the 'org', the 'gla', and the 'glm' lines. Oh, and the 'skin' line is fairly important. That said, a basic template to follow for creating new avatars would be:

    AvatarName{{org 0.0 0.0 0.0gla INSERT_NAME_OF_ANIMATION_FILEglm INSERT_NAME_OF_MODEL_FILEskin INSERT_NAME_OF_SKIN_FILE}}
    The org line has three floating point values past it. These tell Dragon where you want to draw the model at. This is useful because adding multiple models would be confusing if they all were at the '0.0 0.0 0.0' location. The gla line has a filename after it. By default it is _JAhumanoid.gla, which is a really small, single frame animation file that contains all of the skeleton file info. The glm line has a filename after it. This can be any .glm file, it is highly recommended that it be a .glm that was made to work with the gla you've selected. The skin line points to a skin file specifically created for the glm that you have selected. As of 0.0.1b, not loading a .skin file results in a crash.
     
    -5- Tutorial: Replacing Animations
    So the reason u downloaded dragon was not to read allot of crap but to get urself some animations done! So here we go! This is much easier than u think, Thanks to dragon. Its not hard either. Ive just written allot of text so it would be clear First we create our workspace. Extract /models/players/_humanoid/ (assets1.pk3) to a easy to find place. I've created:
     
    "C:/Base/Models/Players/_humanoid/"
     
    NOTE: /Base/ has to be there. if not ull get errors Check the _humanoid folder, see if u can see the .gla and the animations.cfg files. Now download GLAmerge written by Ask.
     
    Now, create your animation in Dragon. That's easier said than done, right? Well, once you have a completed animation, you can move on to the next step.
     
    However, before you export to the .gla format, there are a few things to consider - for one, have you saved the file (save command), so you can edit the original animation later? If so, excellent. save, then savegla - I think a good idea would be to automatically save when savegla is called - this could be done for the next release - any thoughts?
     
    Ok, now the tricky part is that you'll need the very first frame of animation be empty - it technically doesn't matter, but you need to understand that this buffer needs to be there because other animators, using packages like XSI and 3dsMax, weren't able to keep the skeleton in-tact when exporting to gla and merging, unless they had made the first frame of their animations the base pose, otherwise the animation could not be successfully merged in with glamerge. Dragon does maintain the skeleton's structure, but uses the same merging program as everyone else.
     
    Anyway, the tricky part is that Dragon currently has a blending system that 'wraps' around the animation - if the last frame of animation has blended bones in it, they blend with the first frame. This helps with walk cycles, but makes exporting to gla format pretty tricky. Since 'unblending' bones does not destroy their position, save your animation, then unblend each bone of the first and last frames, then finsb on frame 0 - you should now have a blank frame 0 and the rest of the frames are working fine - but, because Dragon is finicky about frames, cycle through all the frames before you export. You're ready to export - lucky you!
     
    To export, enter the console and put in

    savegla YOURFILENAME
    (do not append .gla, Dragon does this already.) Ok, you're done with Dragon, go ahead and exit (you did save, right?)
     
    In the folder where Dragon is located, you will find YOURFILENAME.gla - copy the .gla to the humanoid folder mentioned earlier. Than create a new text document. In that document type the following:

    @ECHO OFF"glamerge.exe" "_humanoid.gla" "<gla>" -oPAUSEEXIT
    This is a basic setting. replace <gla> with whatever your gla is called. i got this: @ECHO OFF "glamerge.exe" "_humanoid.gla" "my_run.gla" -o PAUSE EXIT (if u are an advanced modder, see the readme of glamerge for more options) Save the txt file as gla_merge.txt Now rename the file to gla_merge.bat (the .bat file tells the program what files to merge) now double click on the .bat file (make sure the following files are in the _humanoid directory. Glamerge, _humanoid.gla, your GLA.) It should now ask u for an output name. I suggest humanoid.gla (NOT _humanoid.gla!). Because this way u can rename the humanoid.gla or delete it when it isnt good while keeping the original (of course its just a copy of the original located in assets1.pk3). But for now lets do new.gla Now create the same directory somewhere else (no need for /base/ now) c:/models/players/_humanoid/ copy the other _humanoid files and paste them here. delete everything except Animations.cfg and new.gla Now rename new.gla to _humanoid.gla. Open up the animations.cfg with good old notepad. Now find the running animation. (U can use modview) k now its time for some small time scripting (not 2 hard dont worry) Now uve found the animation u want to replace BOTH_RUN1 12305 26 0 40 (name) (beginframe) (frames) (loop) 40(framespeed) K now. we have to leave the name the same. Now we find out what the last frame is, if u scroll down a bit ull see that ROOT is the last frame on frame: 21374 and it lasts 2 frame wich comes to a total of 21376.Now we know what to fill in the first, now for the second. How many frames is your animation? really simple if u've paid attention when gla merge was busy you shouldve noticed it counted the frames So there. I got 20 frames. Next is wether u want it too loop or not. 0 = yes, -1=no. We have a running anim so i would say 0, yes. And finally the framespeed. This one u can set whatever u like. in dragon the speed was 20 and i liked it so ill use 20 There we're done analyzing. So lets do this ! BOTH_RUN1 21376 20 0 20 Ahh yes were done! Pack /models/players/_humanoid/ in a .pk3 (the same way u would pack a skin) and place it in your base. Launch JKA. play a game and look at your new animation! NOTE: your next animation has to start on a different frame, see the last frame is 21376, plus the 20 frames u used wich would become 21396 I hope u get the point. Delete the .pk3 and yer jka is back to normal, Isnt it simple? Its only simple thanks to Dragon:The Ghoul2 Animation Tool
     
    -6- Contact
    If you need help or got questions or want to report a bug (TO SQUASH!) you can contact Wudan on the following ways:
     
    Mt-Wudan
    Dragon Forum
    Mail: Wudan07 -AT- gmail.com
    Aim: Wudan07
     
    Remember! Report Bugs As soon as u find them! And also please fill in the crash/bug form included! You are able to control how good the next version will be if u go on bug-hunting or if u think of things that could be improved
     
    Credits
    Jedi Knight Jedi Academy.......................................LucasArts, Raven, Activision
    Ask................................................................................GLAmerge
    Wudan......................................................Dragon:The Ghoul2 Animation Tool
    Shady-D.........................................................Doing some background stuff
    You..........................For reading this and for (hopefully) reporting if u find a bug

    626 downloads

       (2 reviews)

    5 comments

    Updated

  13. ModView

    Used to view models outside of the game.
     
    Works for both Jedi Academy and Jedi Outcast

    6,435 downloads

       (6 reviews)

    3 comments

    Updated

  14. Autodesk 3DS Max 6-2022 GLM Importer/Exporter Plugins

    These 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)
    - Sabers
    - Vehicles
    - Weapons
     
    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
     
    Installation:
    Pick the required plugin matching your 3DS Max installation, and put it into your 3DS Max plugins folder.
     
    Example: 64bit
    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:
    GLM_Exporter_2015_x64.dle
    GLM_Importer_2015_x64.dli
     
    into
    "C:\Program Files\Autodesk\3ds Max 2015\plugins\"
     
     
     
    Example: 32bit
    You have 3DS Max 2011 32bit installed at the following location:
    "C:\Program Files (x86)\Autodesk\3ds Max 2011\"
     
    Move the following files:
    GLM_Exporter_2011_Win32.dle
    GLM_Importer_2011_Win32.dli
     
    into
    "C:\Program Files (x86)\Autodesk\3ds Max 2011\plugins\"
     
    How To Use
    Milamber has created a tutorial on JKHub:
    http://jkhub.org/tutorials/article/196-3ds-max-glm-tutorial-characters-creatures-vehicles-sabers-and-weapons/
     
     
    Credits
    - 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. 

    1,745 downloads

       (9 reviews)

    11 comments

    Updated

  15. 3ds Max 2021 dotXSI 3.0 Exporter

    Re-compiled for 3ds Max 2021. See the included readme and FAQ for installation and usage.  

    108 downloads

       (0 reviews)

    0 comments

    Updated

  16. 3ds Max 2020 dotXSI 3.0 Exporter

    Re-compiled for 3ds Max 2020. See the included readme and FAQ for installation and usage.  

    42 downloads

       (0 reviews)

    0 comments

    Updated

  17. JKA Max Vert Calculator

    A 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 ?

    118 downloads

       (2 reviews)

    0 comments

    Updated

  18. 3ds Max 2019 dotXSI 3.0 Exporter

    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.  

    55 downloads

       (0 reviews)

    0 comments

    Updated

  19. Ashura's female basemesh

    A simple female basemesh I made to build Jedi Academy or Jedi Outcast models around
    Feel free to use it, but if you do please mention me in your models read me, happy modeling!
     

    300 downloads

       (5 reviews)

    6 comments

    Updated

  20. Noesis

    Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids.
     
    This program has an inbuilt auto-update option which is recommended you utilize to get the most up-to-date fixes.

    5,903 downloads

       (9 reviews)

    22 comments

    Updated

  21. Pakscape

    This is a commonly used tool that can be used to modify at pk3s and zip files. This works on Windows only.

    19,158 downloads

       (10 reviews)

    7 comments

    Updated

  22. Quake Video Maker

    This tool can be used to create RoQ videos inside JK2/JK3
     
    Here is Quake Video Maker. A simple tool to create AVI files with both video and audio.
    Import TGA, JPEG, BMP and PNG sequences into scenes
    Import AVI movies
    Import RoQ (IdSoftware video format)
    Import GIF animations
    Import RoQ movies
    Export to AVI using available video codecs on your PC
    Export to RoQ to create ingame videos
    Organize your scenes
    Make scenes transitions
    Special effects (PIP, Overlay, Luma, Monochomatic, ...)
    Add your favourite MP3 or WAV file as the movie soundtrack
    Include image sequences generated by Flash (or other tools) to create title scenes

    765 downloads

       (1 review)

    1 comment

    Updated

  23. GtkRadiant

    Gtk Radiant is the official level design toolchain for id Tech 3 by id Software and is maintained by a community of volunteers. Gtk Radiant is powered by the Gtk+ Project and released under a GPL license.
     
    Features
    Simple, Intuitive Interface
    Enhanced texture browser
    Entity inspector
    Portal viewer
    Wavefront .obj export

    Game Engine-Independent
    Dark Places
    Doom 3
    Half-Life
    Heretic II
    Nexiuz
    Prey
    Quake
    Quake II
    Quake III Arena
    Quake 4
    Return to Castle Wolfenstein
    Wolfenstein: Enemy Territory
    Soldier of Fortune II: Double Helix
    Star Trek: Voyager Elite Force
    Star Wars Jedi Knight II: Jedi Outcast
    Star Wars Jedi Knight: Jedi Academy
    Tremulous
    UFO: Alien Invasion
    Urban Terror
    War§ow
    and more...

    Powered by Q3Map2

    2,275 downloads

       (4 reviews)

    4 comments

    Updated

  24. 3ds Max 2017 dotXSI 3.0 Exporter

    This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions.

    88 downloads

       (1 review)

    3 comments

    Updated

  25. ModView (for Windows and Mac)

    What is ModView?
    ModView is a tool to view models used by Jedi Knight II and Jedi Academy. It was originally created by Raven Software and now being improved by the OpenJK developers.
     
    ModView currently supports only .glm model format.
     
    What's different?
    The original ModView runs only on Windows. This ModView currently runs on Windows and Mac with some functionality disabled. Going forward, ModView will see more functionality restored, and changes to improve usability and to aid the process of getting models into JK2/JKA.
     
    If you are able to run the original ModView on Windows without problems, I recommend people to continue using ithe original if you don't want any reduced functionality.
    How to use
    Extract all the files to a folder of your choosing.
    Run ModView.exe (Windows) or Modview.app (Mac)

    Known Issues
    Currently, some of the ModView features are missing as changes are made to add Linux and Mac support. These features will be added back in the future, along with improvements!
    Attached models don't show up in the control on the left side of the window.
    No way of adjusting the floor position

    1,158 downloads

       (9 reviews)

    12 comments

    Updated


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