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  1. Ashura's male basemesh

    A simple male 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 readMe, happy modeling!

    244 downloads

       (9 reviews)

    5 comments

    Updated

  2. Assimilate

    ***************
    * Assimilate *
    ***************
    Original Code: Raven
    Code edits: DT
    Date: 21st August 2014
    Version: 3.1
     
    Description:
    ***************
    Edited the code to stop the auto re-ordering of animations in the .car files, added a 5th additional animation slot
    & added support for FACE_ & VM_ (JK:Enhanced use only) animations to be listed in the animation picker.
     
     
    Installation:
    ***************
    Place assimilate.exe in your JKA tools directory to replace the old one.

    155 downloads

       (3 reviews)

    4 comments

    Updated

  3. 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. 

    1,740 downloads

       (9 reviews)

    11 comments

    Updated

  4. 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/

    168 downloads

       (0 reviews)

    19 comments

    Updated

  5. Blender 2.49 - ASE importer

    A importer for Blender 2.49 for the ASE files created by Q3Map2's -convert.
     
    Basically Goofos ASE importer with added material support. See included readme.
     
    Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.

    312 downloads

       (0 reviews)

    0 comments

    Updated

  6. Blender 2.58a - MD3 Exporter

    This is a modified version of the MD3 Exporter Version 1.4 available here:
    http://xembie.com/2010/md3-exporter/
     
    To install, use install in the Blender addon settings and select this .zip archive.
     
    Fixes by Mr. Wonko, original version by Xembie (which in turn uses older code, I believe)
     
    Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.

    58 downloads

       (0 reviews)

    0 comments

    Updated

  7. Blender 2.62 - GLM Importer & Exporter

    Import and export of .glm and .gla work in Blender 2.62, bones rolled 90 degrees for better handling
     
    Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.

    1,390 downloads

       (1 review)

    1 comment

    Updated

  8. Blender 2.62 - MD3 Exporter

    This is a modified version of the MD3 Exporter Version 1.4 available here:
    http://xembie.com/2010/md3-exporter/
     
    To install, use install in the Blender addon settings and select this .zip archive.
     
    Fixes by Mr. Wonko, original version by Xembie (which in turn uses older code, I believe)
     
    Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.

    137 downloads

       (0 reviews)

    0 comments

    Updated

  9. Blender 2.62 - ROFF Importer & Exporter

    A im- and exporter for Blender 2.62 for Raven's ROFF file format used for animations e.g. in Jedi Knight: Jedi Academy and Jedi Knight 2: Jedi Outcast.
     
    Just unpack into Blender's scripts/addons/ and activate in the addon settings.
     
    Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.

    70 downloads

       (0 reviews)

    0 comments

    Updated

  10. 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.

    7,651 downloads

       (19 reviews)

    20 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.

    1,850 downloads

       (5 reviews)

    14 comments

    Updated

  12. 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
     

    170 downloads

       (1 review)

    13 comments

    Updated

  13. 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.

    207 downloads

       (4 reviews)

    7 comments

    Updated

  14. 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/

    727 downloads

       (2 reviews)

    8 comments

    Updated

  15. dotXSI 1.x / 3.x Importer Maxscript

    See the included readme files within the zip file. Put the "MissingBitmap.png" texture in your 3ds Max "images" folder.
     
    Please report any bugs or crashes in the dotXSI Import WIP thread here:
     
    http://jkhub.org/topic/3297-dotxsi-3035-importer-for-3ds-max-gmax/page-4
     
    Post any questions in the same thread above.

    131 downloads

       (1 review)

    1 comment

    Updated

  16. 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

    623 downloads

       (2 reviews)

    5 comments

    Updated

  17. EasyGen

    With EasyGen you build up terrains and export them as Radiant source map (including alphamap and metahsaders).
     
    Bitmap import/export is also supported.
     
    Supported games
    Quake3
    Return To Castle Wolfenstein
    Generally all games based on Quake3 engine (Including Jedi Outcast/Jedi Academy), who need a source map(.map), an alphamap(.pcx) and a metashader script(.shader) to compile a terrain entity. (if you want to to learn more about this process read the Official Terrain Manual written by Paul Jaquays contained in the latest GTK installations)

    Installation
    Make sure to extract all files contained in the zip in the same folder.
     
    After you've extracted the zip, EasyGen folder should looks something like this:
     
    EasyGen\modifiers\*.* - modifiers
    EasyGen\templates\*.* - various files (*.shader, *.cfg)
    EasyGen\save\ - saved terrains (*.egn)
    EasyGen\tutorial\*.* - tutorial stuff (old but sufficient)
    EasyGen\EasyGen.exe - executable
    EasyGen\btnexgenipl32.dll - a dll
    EasyGen\readme.txt - this readme.txt
     
    EasyGen will not run if 'btnexgenipl32.dll' is not in the same folder.
     
    Also EasyGen needs to know your work mod folder under <your_game> root folder (ie baseq3\, missionpack\, main\ etc etc), you will be prompted to browse for that asa you start EasyGen. I repeat for the last time, you need to browse for a MOD folder, not for the <your_game> root folder.
     
    Features
    Terrain shape manipulation through several modifiers (Hill,Cone etc etc).
    Program your own modifiers with an easy asm like language. Read 'custom_modifier.txt' to learn more.
    Direct export source map plus alphamap and metashader script.
    Alphamap import/export.
    Bitmap import/export.
    Models (md3) are loaded automatically from <your_game>/<your_mod>/models/ directory.
    Import brushes from a map file. Brushes are only used as space references to aid positiong the terrain entity. Bruhses manipulation is not supported by EasyGen and BRUSHES are NOT exported toghether with the terrain. Only the TERRAIN ENTITY itself is exported and the models you have inserted.
    Terrain import from a map file (and related alphamap and metashader). This should work in the most of the cases.
    To exclude triangles from export: - select MODIFIER TAB. - click the pink triangle button on the toolbar (the one with the red cross) - SHIFT+LEFTCLK on a triangle
    Upgrading shader templates (templates/*.*) is useful if the author of the compiler (ydnar) makes come modifications to the compiler itself (q3map2.exe). Replacing old templates with the new ones will ensure that EasyGen will export shaders hat will work with the new version of the compiler.

    756 downloads

       (1 review)

    0 comments

    Updated

  18. EffectsEd

    This is the EffectsEd utility provided with the Jedi Academy SDK. It is used to create the EFX files that provide the visual effects for many of the games weapons and environments.
     
    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.

    356 downloads

       (0 reviews)

    0 comments

    Updated

  19. FBX to Ghoul 2 Converter

    The FBX to Ghoul 2 converter takes an FBX model and converts it to the GLM model format used by Jedi Knight 2 and Jedi Academy. The FBX model format is widely supported by the majority of 3D modeling programs and so this will allow the largest number of modelers to create models for the Jedi Knight games. This tool allows you to convert static models as well as animated models (which use an existing GLA skeleton).
     
    If you have any questions, comments, improvements or want to report bugs, head towards the thread for this converter at http://jkhub.org/topic/2457-fbx-to-glm-converter/.
     
    Thanks
     
    Alex

    223 downloads

       (3 reviews)

    5 comments

    Updated

  20. 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

    359 downloads

       (2 reviews)

    7 comments

    Updated

  21. GMax / 3dsMax4.x Plugin Pack

    A collection of over 50 Freeware Max-scripts, Plugins and Suites to extend Gmax v1.2 and 3DSmax v4+ File I/O capabilities.
     
    Supported Apps/Games/Engines/Formats:
     
    3DS, AutoCAD, AutoDesk, Battlezone, C Language Format, Command & Conquer Renegade, Dragon's Age Origins, DirectX, Fly3D, Gamebryo/Netimmerse Engine, Ghoul2 Engine, Ghoul2 Engine, Granny Engine, GTA, Halflife, Kingpin, Lightwave, Maya, Milkshape, Morrowind Oblivion, NWN, NWN2, OpenGL, PowerVR, Quake2, Quake3, ReelMotion, Return to Castle Wolfenstein, Total Annihilation, Unreal Tournament 2003, VRML, Wavefront, xFrog, ZenGin Engine
     
    Gmax Specific Plugins:
    3DS - 3ds importer v1.1 - gmax
    AutoCad - Dxf importer v1.1 - gmax
    GTA - Importer/Exporter - Gmax
    NWN - NWmax .8 for Gmax (conflicts with Waylands MaxScript)
    NWN - Waylands Import/Export MaxScript for Gmax (conflicts with NWmax)
    Quake2 - md2 importer v1.1 - gmax
    Quake3 - MD3 exporter beta v1.0 - gmax
    Quake3 - md3 importer beta0.1 - gmax
    Quake3 - md3 importer v1.0 - gmax
    Return To Castle Wolfenstein - mdc importer v1.1 - gmax
    Wavefront - OBJ importer v1.1 - gmax
    Wavefront - OBJ importer v1.1a - gmax
     
    Gmax & 3DS Max Mixed-Support Plugins:
     
    AutoCad - DFX Importer (importdxf.zip) gmax/max
    3DS - 3DS Importer v1.0 (max42-imp3DS.zip) gmax/max
    Gamebryo/NetImmerse - NIF Import / Export (niftools-max-plugins-3.4.2.4632.7z) gmax/3dsmax
    Granny Engine - .GR2 Skeleton and Animation import Plugin (3ds Max / GMax)
    GTA - Kam's Max Scripts Import/export for 3DS Max & GMax
    Half-Life - SMD importer v1.0 - gmax/3d max 4.2+
    Kingpin mdx importer v1.0- gmax/max4
    Milkshape - (ms3dImportExport_ver1_0.zip.zip) gmax/max
    Return To Castle Wolfenstein - MDS importer v1.0 - gmax/3d max 4.2
     
    3DS Max v4+ Plugins:
     
    (Note: Althought supposedly some 3DSMax4 maxscripts and plugins can work for gmax12, (as Gmax is based off 3DSMax v4.0,) most are still largly untested, so please post if something doesn't work or seems buggy.)
     
    Autodesk - Game Export Interface v1.122 (IGame_v_1.122.zip) max4
    C&C Renegade - W3DImporter.zip
    Dragon's Age Online - Import/Export
    DirectX - Exporter v1.0.0.1 (efx_xout.zip)
    Fly3D - Fly3D Mesh Import/Export v3.0 (fly3d3_plugins.zip)
    Quake3 - MD3 Exporter v6.1 beta (MD3 Model Exporter v6.1 beta)
    Quake3 - MD3 exporter - 3d max 6
    Quake3 - MD3 exporter v2.0.1 - 3ds max 4.2/5
    TotalWar - ms3dImportExport_ver1_0 (ms3dImportExport_ver1_0.zip)
    UT2003 - Jamlander v3.01 (jamlander_301.zip)
     
    3DS Max v4+ Specific Plugins:
     
    (known to cause startup errors in Gmax)
     
    AutoCad - DFX Export - HDXFEXP v4.0 (HDxfExp4.zip)
    AutoCad - Material Lib Import - MLI to MAX v4.0 (mli2max4.zip)
    Autodesk - Ascii Mdl Importer (asciiimporter.zip)
    Battlezone - GEO Import/Export v1.0 VDF Import v1.0 (BZImportExport.zip) 3ds max
    Battlezone -SDF Import v1.0 (SDFImport_max45.zip) 3ds max4
    Ghoul2 Engine - Model Importer v0.2 (max4glmimport2.zip)
    Half-Life - SMD exporter v1.0 3d - 3ds max 4.2+ only
    Lightwave - LWO Importer LWOImpR4_043.zip
    Lightwave - LWO2 Importer v0.90 (lwo2imp.zip)
    Maya - Max2Maya ASCII v0.0 Exporter (Max2MayaAscii.zip)
    Morrowind - NIF Importer v1.0 (NifImport.rar) max4
    NWN - MDL Plugin Suite (MDLPluginSuite1.1b2Max5.zip) max 5
    NWN2 - MDB Importer / Exporter v2.3.0(nwn2utilsmaxplugins2.3.0.rar/exe)
    OpenGL (.c) - ESM Importer/Exporter v0.1 (Esmexp42.zip)
    PowerVR - Exporter (PVRexp4.zip)
    Quake3 - MD3 Importer v1.01 (md3imp.zip)
    ReelMotion (ReelMotionMAX4.zip)
    Total Annihilation - 3DO Import/Export v1.0 (3dopluginr4.zip+tatextures.zip) max4
    Valve - Skeletal Model Exporter v4.1.3.0 (smdlexp_4130_max4_5.zip) 3ds max
    VRML - 2.0 Export v4.4.1.0 (3dsmax4vrmlexp.exe) 3ds max
    Wavefront - OBJ Importer v4.2 (Objimp42.zip) 3ds max
    XFrog - Importer v1.0 (xfrog_maxplug.zip) 3ds max
     
    Specificity, the following plugin's won't load with Gmax (so install to 3DSMax v4+ only):
     
    3doexport.dle, 3doimport.dli, asciiimp.dli, Esmexport.dlu, GEOExport.dle, GEOimport.dli, ghoul2imp.dli, HDxfExp.dle, lwo2imp.dli, Max2MayaAsciiExp50.dle, Max2MayaAsciiExp60.dle, md3imp.dli, Mli2Max.dli, NifImport.dli, NWN2Utils.dlu, objimp.dli, PVRExp_v4.dle, SDFImport.dli, smdlexp.dle, VDFImport.dli, vrmlexp.dle (stdplugs dir), and xfrog.dlo
     
    This is something I've had in my plugin archives and I thought I would share here since most of these can't be found online anymore. Hope they help, and happy modding!
     
    P.S. - Also, there has been a rendering plugin created for GMax a long time ago ...for those who'd like to render images of their masterpieces. Just do an internet search for "GMax Renderer" and you should find it.

    1,334 downloads

       (2 reviews)

    2 comments

    Updated

  22. Gmax dotXSI 1.x Importer Script

    This Gmax MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software.
     
    See the included documentation for history and usage.
     
    Version 1.029Beta works for Gmax only (a version is in work to restore broken compatibility for Max 5).

    84 downloads

       (0 reviews)

    0 comments

    Updated

  23. Gmax MD3 Exporter

    Improved Pop'N'Fresh MD3 Exporter
    ---------------------------------
    beta version 1.0 for gmax
     
    This is an improved version of Pop'N'Fresh's MD3 exporter plugin for
    gmax. The following major fixes and features have been implemented:
     
    * Correct normal export, taking into account smoothing groups
    * Bounding box calculation for each frame
    * Improved error checking
     
    This plugin has not been extensively tested - therefore use at your own
    risk.
     
    To install, just drop ExportMD3.dle into your gmax plugins directory
    and run gmax.
     
    To use, select Export from the File menu, select "Quake 3 MD3" as the
    file type, and enter the range of frames in the dialog that appears.
     
    All bugs, suggestions, comments to: cjcookson@hotmail.com
     
    - Chris Cookson
    http://mojo.gmaxsupport.com
     
    Credits:
    --------
     
    Original code : Pop'N'Fresh
    Additional fixes: Chris Cookson
     
    Some changes to the original code were made by TiCaL but have since
    been removed or rewritten.

    942 downloads

       (0 reviews)

    0 comments

    Updated

  24. Gmax MD3 Importer

    For importing MD3 files into Gmax.
     
    Author
    Chris Cookson
     
    Instructions
    Just place the q3-md3.ms file in your gmax/scripts folder.

    548 downloads

       (0 reviews)

    0 comments

    Updated

  25. GTK Radiant 1.6.4

    This is the most recent pre-release build of GTK Radiant (ZeroRadiant) (v1.6.4)
     
    Noteable improvements:
    64-bit q3map2 support
    Inbuilt JA support (No need to download a separate gamepack)
     
    Install
    Simply extract the contents of the .zip archive to a folder of your choice and run radiant.exe. No install required at present. Select Jedi Academy from the list and point the path to your /GameData folder.
     
    =============================
     
    GtkRadiant is the official level design toolchain for games powered by id Tech engines from id Software, and is maintained by a community of volunteers. GtkRadiant is powered by the GTK+ Project and released under a GPL license.
     
    Repository - https://github.com/TTimo/GtkRadiant
     
    Release notes:
    http://icculus.org/pipermail/gtkradiant/2013-August/011885.html

    1,615 downloads

       (3 reviews)

    11 comments

    Updated


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