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Everything posted by Circa

    The Dark Alliance series is one of the best SP story mods for JK2 and JKA. This second entry in the series went even further than the previous one with higher quality cutscenes and writing, and continuing the interesting story of Kyle Katarn, which is always what the people want.
    The Dark Alliance series is one of the best SP story mods for JK2 and JKA, and The Mainframe is the one that kicked that off. It shows it's age nowadays but it's still a gem of a mod. Highly recommend checking it out if you never have, along with the rest of the series.
  1. That's a common progression as well, but I've found that most people start with playing around with cheats, which then lead to messing around with NPC's to create your own variations of characters, then into creating new characters. Plus NPC's are super easy and get you familiar with the basics of PK3 files without diving too much into the creative side which not everyone is able to do.
  2. This is just a quick guide of how to get started with modding Jedi Academy. Or rather, a list of guides and resources to get you started. These can be found in this tutorial forum on your own, but this is the best way to start, from the easiest to more complicated. Start simple and work your way up. Jedi Outcast and Jedi Academy run on the same engine, so most of what you learn here will translate to both games. Only a couple things are slightly different in the assets and mapping side. If you dive into the coding side, there will be many more differences. If there are topics not covered here that you wish to learn, my best advice is to download a similar mod and look at how they did it. File and folder structure are what you need to look at for simple mods. PK3 Files Both games use PK3 files for assets. If you have downloaded a mod, it was hopefully a .pk3 file that you put in your base folder. You may have noticed that the game's base folder has 4 pk3 files already: assets0-3.pk3.Those are where all of the game's assets and configuration files are located. Learn about pk3 files here: Installing, editing and managing PK3 files Basics of NPCs NPC is an acronym for Non-Playable Character. In the JK games, that means characters like stormtroopers, mercs, Tusken raiders, etc. Enemies and friendly characters that aren't the player. The concept of editing or adding NPCs is very easy, especially if you've done any coding before. Both games have the same system, however in Jedi Outcast, all NPCs are listed in the npc.cfg file. In Academy, they are listed separately in .npc files. Learn about them here: The Basics of NPC Files Skinning In the modding world, skin is the term given to the textures of a 3D model, like a character or weapon. Skinning means changing or creating your own textures for a model. It's as easy as opening one of the textures in MS Paint and drawing on it (as a simple example). You can learn how at these tutorials: Inyri's guide to how to compile a skin Milamber's skinning guide Rooxon's quick re-color tutorial Omicron's skinning tutorial #1 Omicron's skinning tutorial #2 MUG's guide to skinning Super long skinning tutorial Mapping Most people would say to move to modeling after skinning, as a natural progression of knowledge, but I think mapping is easier to learn than modeling, personally. The biggest thing that will set you back with mapping is the program used to create maps: GTK Radiant. It's not the most user friendly program, and it's still very dated compared to modern tools. I already made a list of good guides. I recommend starting with RichDiesal's guide. JKHub Mapping Resources Modeling This can potentially be the hardest to learn, simply because it takes a long time to gain the skill to create something worthwhile. It takes lots of practice if you've never done it before. I recommend starting with the free program called Blender, mostly because it's free, but also because there is a plugin that makes it easy to import and export .glm files. Otherwise the main program used is 3DS Max, which you can get the student version for free, as well. A term you will come across is often is "frankensteining" or "kitbashing" which essentially mean taking parts from models and combining them into one model. It's a great place for getting to know how modeling works. Rooxon's Basic Saber crafting tutorial (3DS Max) Rooxon's Advanced Saber crafting tutorial (3DS Max) Maui's Frankensteining tutorial (Blender) Milamber's modeling tutorial Boothand's modeling tutorial Coding Coding is difficult. You're not going to be able to read one or two tutorials and know how to achieve what you want. It takes time to learn. In the early days of JK2 and JKA, the only code we had access to was the multiplayer source code. In 2013, Raven released the source code to the whole game, of JK2 and JKA, so you can essentially do whatever you want to the game (essentially). I'm no coder, so any coders that want to give me good resources to list here, please do so. eezstreet's C and C++ Primer Compiling OpenJK
  3. Mac versions of JKA are only compatible on Mac versions prior to macOS 10.15 Catalina due to Apple dropping 32bit support for apps. This applies to Mac version of OpenJK and JKJALaunch. If you downloaded Jedi Academy from Steam or the Mac App Store, chances are you can't join any servers because of this: The only way to get around this is to do one of the two following things. JKJALaunch This is a new launcher app that allows you to join servers. It also supports command line options, and the option to specify a custom master server. Download from the above link, and put it in your Applications folder, or anywhere that's convenient. Hold shift and double click it. You'll get a window like this: Locate your JKA app. If it's the Steam version, it should be in the following directory: Macintosh HD/Users/you/Library/Application Support/Steam/SteamApps/common/Jedi Academy/JKJA.app If it's the app store version, it should be in your Applications folder: /Applications/Jedi Academy.app Click okay and then choose Multiplayer. Join a server and all should be well! OpenJK The other good option is to use OpenJK, an open source project that contains lots of bug fixes, and allows you to connect to servers on Mac. Click the above link and follow that tutorial to install it.
  4. There is a critical issue with the popular player model, HS Anakin Skywalker. The alternative right hand doesn't show the blade of the lightsaber. Fixing this is very simple. You need a PK3 editor like Pakscape. To start, you obviously need the model. You can download it here: The issue is with the non-gloved hand on the Episode II model. So for reskins of this model that use that hand, follow this same procedure but in your skin's directory. Open the HS_Anakin.pk3 file. Go to models > players > hs_anakin_e2 If you're in Pakscape, drag the file model_default.skin to your desktop so you can edit it. Open the file model_default.skin with any text editor like NotePad or TextEdit Locate this line: r_hand,*off Remove the * from that line so it now says: r_hand,off Now save it. Drag it back into the pk3 in Pakscape. You can do the same thing for the model_blue.skin and model_red.skin team skin files. Now save the pk3, put it in your base folder and you should be good to go!
  5. There was an official port of both Jedi Academy and Jedi Outcast, available on the Mac App Store, Steam, GOG.com, etc. Those are still available, however they will not work on any version of macOS after 10.14 Mojave. Version 10.15 Catalina and beyond (Big Sur, Monterey) all drop 32bit support, and Aspyr (who ported them previously and more recently to consoles) stated they have no plans to update the games to work on modern macOS. Only a couple mods have updated their Mac versions as well to have native support. If you plan to only play base Jedi Academy multiplayer, follow this video tutorial. It explains how to install EternalJK, which is currently the best way to play base multiplayer. You can follow that same tutorial but for Jedi Outcast, you'll want JK2MV. For Jedi Academy singleplayer (and multiplayer if you don't want EternalJK), you can use OpenJK. Follow this tutorial to install OpenJK. These options are very limited in terms of mods and honestly just makes things complicated. I highly just recommend using the options below, which will ensure you have access to any mod you want by using the Windows versions. That leaves us with running the games in a more unconventional and non-native method called Wineskin, or more importantly, a Wineskin app called Porting Kit that makes it easy to run older games like these. It's worth noting that Porting Kit works only with GOG.com versions of these games, due to the non-disc and non-DRM install process. However, I also tried it with the non-disc installer that was provided in the Limited Run USB drives, and they work just as well. Using these installers will be the easiest way to do this. At the end of this tutorial I will explain how you could also install the Steam version or any other version to use with OpenJK or EternalJK, since all you need are the assets for mods like that. Installing Porting Kit Porting Kit makes this process easy. Start by going to their website below and downloading the app and installing it. The DMG or ZIP file won't matter, whichever you prefer. Porting Kit Installing Games Luckily it will run you through most steps needed for all this. The app opens on the News page, but you'll want to click over to Library. They have a pretty extensive library of games if you ever want to install any other old ones. Search for "jedi" to show both of these games and choose one to install. All steps in this tutorial apply to both games. Choose your game and click install. It should open and give you 3 options like this: It's pretty straightforward. Click Download installer now to be taken to GOG.com to buy and download the offline backup installers. Once you have it downloaded, click Sure, which will then run through an installer. Click through to the end, where it will ask you to locate the installer file and let you select it from your Downloads folder. If you have the Limited Run installer instead, simple click Sure and select that installer. This app doesn't distinguish what you are installing, which we will use to our advantage if you want to use a non-GOG copy. Let it run and do it's thing. It may take a minute or so with a couple pop-up windows and eventually show the installer for the actual game itself. Run through that as you normally would. Everything from here on out should look like Windows, basically. Be sure to not run the game in that window once it completes. It should pop up with a window asking you which executable to run, like so: Be sure to choose either jk2mp, jk2mp, or if you're installing Jedi Academy, your options will be jasp or jamp. Pick the one that you plan to play the most, it's up to you. If you want shortcuts to both, I will cover that below. The game should show up in your Porting Kit library now. The first thing you'll notice is that it is quite small with a black background. You'll want to immediately go into SETUP and change the resolution to something bigger. I also recommend turning off full screen, but that's up to you. You will need to restart the game for the black background to go away if you turn off fullscreen. It's now installed and ready to go! Adding a shortcut to MP or SP If you want a shortcut to both modes, you can easily do that by going into Porting Kit, click the game, then click More, go to Advanced Tools, then click Add Shortcut to EXE. Name the shortcut whatever you want, such as Jedi Outcast MP, or JKA MP, or SP, whatever applies. Then browse to the .exe that you didn't choose during the install. So if you chose jk2sp.exe last time, you'll want to find jk2mp.exe. If you're unfamiliar with Windows, it should be in ProgramFiles/LucasArts/Jedi Academy/GameData, or something very simliar. GOG might list it under ProgramFiles/GOG/JediAcademy or something like that. Poke around and you should find it. That should make a new shortcut in your app for that executable and you can now launch both. Repeat this process for any mod launchers you have as well. More on that below. Installing mods You saw above that the file structure is exactly like in Windows, so installing mods should be self explanatory to mod veterans: put PK3's in the base folder. You can find your base folder very easily by going to that MORE menu like above and clicking Open C drive and navigating through the folders from there. Drag and drop PK3's into the base folder from there. Obviously follow the instructions that each mod provides for installation. Any client-side mod like JA+ that don't have their own installer should go into GameData by default, but just make sure to read their own instructions, as they are all Windows based instructions that will apply to you now, rather than Mac instructions. If you're installing a major mod that has it's own installer like Movie Battles II, do the same steps as above but choose Install Patch/Mod and select the downloaded installer for it. It should then run through the install process as if it is Windows. If you're unsure which type the mod is, go by the file that you downloaded. If the file is one .exe, it needs to be installed. If it's a PK3 or a folder with a bunch of pk3's and other files, it should go right into GameData. If it's one PK3 file, it goes into base. Again, just follow the instructions provided by the mod itself. Comment here if you need help. Installing Steam, MAS, or disc version You should only be reading this section if you don't already have the game on GOG.com or the Limited Run USB drive. If you do, skip the hassle, that way is much smoother. You're reading this is if you already have the game on Steam, the Mac App Store, or even the old disc version (either PC or Mac disc should work). The workaround here is to run a random installer when it asks for one, so that it creates all the necessary files and configurations and then you can copy your assets and OpenJK into the C drive folder. The random installer we will choose is the official SDK for Jedi Academy. Download it below. JKA SDK Unzip by double clicking it. You should see the .exe file for it. Run through all the steps above but use this EXE instead of the GOG or LR ones. It will show an error at the end about not able to open a .htm file. Click okay to ignore it. It will ask which exe to run at launch. It won't matter which one you choose here since it will be changed later, so I just chose ModView. Follow the instructions above to open the C drive and have that ready. I'm breaking down each version first and the common steps under that, but these are assuming you don't already have the games downloaded on your computer already. If you do, skip past this. Steam Mac App Store Disc Retail Now go back to the window that you had open with the C drive for the app. You'll need to make a new folder for the game. I recommend creating a folder structure similar to how the installers do it, just for the sake of simplicity, however you can potentially make whatever folders you want, as long as base is inside another folder. So in the C drive folder, go into Program Files and create a folder called LucasArts, and inside that folder create a folder called Jedi Academy, and inside that folder create a folder called GameData. Go back to your Steam/MAS/disc game folder, drag or copy/paste that base folder into this new GameData folder. So now you should have it like so: Now that you have the assets, you'll need OpenJK or whatever client mod you prefer. For SP I recommend OpenJK (download below has both JKA and JK2 support), and for MP I recommend EternalJK for Academy and JK2MV for Outcast. OpenJK EternalJK JK2MV Put whatever items related to your version into the GameData folder. Now is the tricky part. You'll need to go into the MORE button again, go to Advanced tools, go down to Launch Wineskin app. Go to Advanced. Go to Browse and browse to the relative .exe file. So if you got OpenJK for Outcast, choose GameData/openjo_sp.x86.exe. Next, go to the Tools tab, and then Config Utility. Go to Graphics tab, and check the box next to "Automatically capture the mouse" and click Okay. Close that window and now click PLAY to launch the game. It will launch, and you'll notice a weird issue with the mouse cursor. Bring up the console (the tilde ~ key on your keyboard) and type in_mouse 2 Restart the game and it hopefully will be working fine. Please let me know in the comments if you have any issues. This guide probably seems very complicated but it's not! It only gets complicated if you want to use the Steam version, but hopefully this explains it well.
    Pretty good! I think it's a bit odd seeing such hi-def eyes on a lower quality model but you do what you can. Nice job.
  6. Try adding a wait command in between them: bind x "npc spawn carth x;wait 1;runscript x switch_player"
  7. Script gurus that might know are @Noodle @MagSul @Ramikad @therfiles
  8. There are two ways to achieve this, and each have their purpose. NOTE: Server administrators can read these messages as well, so they are only private to other players. The easy way, is used when you are near someone that you can easily see with your reticle. Point your reticle at the person and press U You have now initiated the private chat. Type your message and press enter. The text will be pink, indicating that it was a private message. This is only for people that are within sight. The default button is U. To change this, open the console and type /bind key messagemode3 and replace key with the key of your choice. If you aren't near the person you want to chat with, it's a little more complicated, but is easy to remember. Start by opening up the console (SHIFT + ~) and type: /serverstatus This will give you a list of all the players in the server, with a number to the far left of each name. Note the number of the person you want to chat with. Then you just type: /tell # your message Replace # with the number you noted earlier, and replace your message with your message. Then press enter and your message should send in pink. To save time in a lengthy chat, press the up arrow in the console to restore the previous command, and just delete your previous message, so you don't have to type /tell # every time, unless it's a long message.
    Wow, this is amazing. Great work! Hope to see more maps like this from you!
  9. In other words, for cheats in multiplayer, load the map with /devmap mapname Then you can use cheats.
  10. Are you referring to how to access the console or the cheats that were posted above in a comment? This tutorial is about how to access the console.
  11. It's the same as in single player.
  12. What laptop is it? And are you sure your resolution is actually 1920x1080? Are you able to change the resolution if you turn off fullscreen?
  13. Make sure you are typing the height command correctly. If width works and height doesn't, it sounds like user error. You can also try manually editing the cfg to the correct numbers.
  14. Make sure you do /vid_restart after entering the 3 commands, or nothing will happen.
  15. Jedi Outcast was re-released on modern consoles recently, along with some slight changes from the PC version as well as previous console versions. Aspyr seems to have gone the classic route of creating a hidden menu that is only accessed by pressing a combination of buttons on the controller. Jedi Academy was released in March 2020, and has the same cheat menu, but different buttons to access it. To access this menu on the Switch and PS4 version of JK2 or JKA, you must be in a loaded map/level, and bring up the pause menu, either by pressing + on the Switch or Options on PS4. Once in the pause menu, press the following buttons in this order: For Jedi Outcast: D-Pad Up, D-Pad Down, Left Stick Press (L3), Right Stick Press (R3), Left Stick Press (L3) For Jedi Academy: D-pad Left, D-Pad Right, D-Pad Up, D-Pad Down, Left Stick Press (L3), Right Stick Press (R3), Left Stick Press (L3) That should bring up the hidden menu with a limited amount of options of cheats to enable/disable, along with change the color of your lightsaber, and respawn. There is also a "Warp" section that basically lets you "devmap" to any level.
  16. Using this method bypasses the NPC files completely, so they are irrelevant. Which also means you can't spawn them this way, unless someone adds that feature in their own code mod.
  17. Scroll down to the second code block if you don't want to read my rambling. Models in multiplayer are technically the exact same in singleplayer, however since singleplayer has much more going on with playermodels, such as cutscenes and customization, the ways you get them to work properly are a bit different. Typically skins in JKA are only made for multiplayer, because the playerbase was always larger for MP compared to SP. Many modders just didn't bother giving SP support to their skins/models due to it adding bloat to their PK3 file, or perhaps just not knowing how to. For years other modders had been making separate mods that allow you to play as certain skins in SP, meaning you had to have two PK3 files for one mod, which is a bit silly, however I made so many of those mods in my early days, it was a good learning experience. Instead of a mod, you can just use a command in the console to change your skin. You've probably already tried to use the playermodel command, which actually only changes your appearance to an NPC, which means you also get all of that NPC's stats and weapons. So if you want to play as Luke, you'd do playermodel luke and also get his 200 force points, all of this force powers, his saber, and sounds. That probably sounds cool, but the two biggest downsides here is that you won't be Luke in any of the cutscenes, nor will you be Luke in any future levels until you put that command in again. So how do you do it properly? You'll use the same command, but with a few additional parts to it. The playermodel command has the ability to customize your character in cases that it's properly set up for multiple parts, for example the default Jaden models have multiple heads, torsos, and legs, which can be set via his command. But it also works with literally any player model too. Here's an example of customizing a Jaden model that is already in the game: playermodel jedi_hm head_a1 torso_a1 lower_c1 This would set your player as the blonde Jaden with the Jedi tunic and tan pants. But that can be done in the menu, so that's not really that big of a deal, unless you were wanting to change it mid-game and didn't have my ingame character menu mod. ? For models that don't have SP customizations, you can simply do this: playermodel luke model_default model_default model_default Replace luke with the model you are wanting. If it's a mod, the author of the mod should have put the command for it to work in MP in their readme or file description, for example model kylo_ren. So just go by that when using the above command. You'll always be able to use model_default no matter what. You could also do model_blue or model_red if the skin has team color support. The more you know about PK3 files, the easier it will be to know what variants you can use with this command. You can look in the model's folder to see what .skin files there are outside of the three main ones. For example, a kylo_ren folder may have model_nomask or model_hood or other things like that. If you have no idea how to open PK3 files, you can get started here, and if you're interested in getting started with modding in general, here. You can also bind this command to a key, so you can change your appearance at any point in the game. I remember I used to change the appearance with the Jedi Customization mod, depending on the mission. If it was a infiltration-style mission, I'd set it to have full robe and hood, or a boss fight then have no robes, just like the movies. Keep in mind that adding SP menu support for your characters is still recommended if you're a modder, and if you want to learn how, check out this tutorial.
  18. You can use this to use MP skins in SP:
  19. This is awesome, can't wait to play it! A more Star Wars focused mod with Epic Challenge-style levels is something I'm totally into.
  20. Try doing what ashura recommended with making your own PK3 file, not only is it a better way to mod your game, you don't break anything and need to reinstall. Also, are you using OpenJK or any other mod? It's possible that the assets are installed twice in different locations or something like that. That has happened to me before. There is also a chance that some of those values are hardcoded depending on the NPC. There are a lot of nuances to NPCs and sabers that aren't reflected in the NPC files.
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