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Circa

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  1. FullPizza Alchemist liked a file by Circa, Circa's Darth Revan   
    This is a concept version of Darth Revan that I came up with years ago. Revan is one of my favorite Star Wars characters (pre-SWTOR) and loved the way he looked in the KOTOR cinematics, but when you see his ingame model, he looks very strange to me. I remember first playing KOTOR as a kid and thinking this was more how he would have looked like. No dress, simpler armor, etc.
    It has SP menu support, NPC support (npc spawn revan_c), basic team support.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Clipping is inevitable, and I did not make proper LODs so those might have issues.
    -====================-
    -!|!-  CREDITS  -!|!- 
    -====================-
    Credit to Almightygir for the head and hood meshes and textures, and Hapslash/Spanki for the rest. Taunt sound from KOTOR (player character), credit to Bioware.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  2. DarthValeria liked a file by Circa, Circa's Darth Revan   
    This is a concept version of Darth Revan that I came up with years ago. Revan is one of my favorite Star Wars characters (pre-SWTOR) and loved the way he looked in the KOTOR cinematics, but when you see his ingame model, he looks very strange to me. I remember first playing KOTOR as a kid and thinking this was more how he would have looked like. No dress, simpler armor, etc.
    It has SP menu support, NPC support (npc spawn revan_c), basic team support.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Clipping is inevitable, and I did not make proper LODs so those might have issues.
    -====================-
    -!|!-  CREDITS  -!|!- 
    -====================-
    Credit to Almightygir for the head and hood meshes and textures, and Hapslash/Spanki for the rest. Taunt sound from KOTOR (player character), credit to Bioware.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  3. Lwkill liked a file by Circa, Circa's Darth Revan   
    This is a concept version of Darth Revan that I came up with years ago. Revan is one of my favorite Star Wars characters (pre-SWTOR) and loved the way he looked in the KOTOR cinematics, but when you see his ingame model, he looks very strange to me. I remember first playing KOTOR as a kid and thinking this was more how he would have looked like. No dress, simpler armor, etc.
    It has SP menu support, NPC support (npc spawn revan_c), basic team support.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Clipping is inevitable, and I did not make proper LODs so those might have issues.
    -====================-
    -!|!-  CREDITS  -!|!- 
    -====================-
    Credit to Almightygir for the head and hood meshes and textures, and Hapslash/Spanki for the rest. Taunt sound from KOTOR (player character), credit to Bioware.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  4. GamerRedNeck liked a file by Circa, Circa's Darth Revan   
    This is a concept version of Darth Revan that I came up with years ago. Revan is one of my favorite Star Wars characters (pre-SWTOR) and loved the way he looked in the KOTOR cinematics, but when you see his ingame model, he looks very strange to me. I remember first playing KOTOR as a kid and thinking this was more how he would have looked like. No dress, simpler armor, etc.
    It has SP menu support, NPC support (npc spawn revan_c), basic team support.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Clipping is inevitable, and I did not make proper LODs so those might have issues.
    -====================-
    -!|!-  CREDITS  -!|!- 
    -====================-
    Credit to Almightygir for the head and hood meshes and textures, and Hapslash/Spanki for the rest. Taunt sound from KOTOR (player character), credit to Bioware.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  5. Smoo liked a file by Circa, Circa's Darth Revan   
    This is a concept version of Darth Revan that I came up with years ago. Revan is one of my favorite Star Wars characters (pre-SWTOR) and loved the way he looked in the KOTOR cinematics, but when you see his ingame model, he looks very strange to me. I remember first playing KOTOR as a kid and thinking this was more how he would have looked like. No dress, simpler armor, etc.
    It has SP menu support, NPC support (npc spawn revan_c), basic team support.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Clipping is inevitable, and I did not make proper LODs so those might have issues.
    -====================-
    -!|!-  CREDITS  -!|!- 
    -====================-
    Credit to Almightygir for the head and hood meshes and textures, and Hapslash/Spanki for the rest. Taunt sound from KOTOR (player character), credit to Bioware.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  6. OCD2 liked a file by Circa, Circa's Darth Revan   
    This is a concept version of Darth Revan that I came up with years ago. Revan is one of my favorite Star Wars characters (pre-SWTOR) and loved the way he looked in the KOTOR cinematics, but when you see his ingame model, he looks very strange to me. I remember first playing KOTOR as a kid and thinking this was more how he would have looked like. No dress, simpler armor, etc.
    It has SP menu support, NPC support (npc spawn revan_c), basic team support.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Clipping is inevitable, and I did not make proper LODs so those might have issues.
    -====================-
    -!|!-  CREDITS  -!|!- 
    -====================-
    Credit to Almightygir for the head and hood meshes and textures, and Hapslash/Spanki for the rest. Taunt sound from KOTOR (player character), credit to Bioware.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  7. Untold Prophecy liked a file by Circa, BaseJKA+ Server   
    baseJKA+ (or basejkaplus) is basically just OpenJK but with a few little features that I really wanted for my server. I wanted to have a basejka server with OpenJK's bug fixes and security, but also a few extra things that the OpenJK devs didn't think were fit to include in the master repository. Nothing changes the gameplay, these are just nice little features for a server to have, if you're not using a mod like JA+ or something.
    Linux and Windows dedicated server only, no client needed.
    This is what my old -=- SHADOW ORDER server ran, and still does today (now the JKHub server).
    Here's a list of all the features thus far:
    ---- 1.00 ---- • All taunts are available in all game modes (meditate, gloat, flourish, etc) • Private duels now start with full health and shield, and can be changed via new cvars (g_duelStartHealth and g_duelStartArmor) - default is 100/25 • Results of a private duel are displayed to all, with the remaining health of the winning player ---- 1.01 ---- • Added a cvar to toggle idle animations (personal annoyance of mine) - g_useIdleAnims 0 ---- 1.02 ---- • restored the ability to use map glitches via dmflags 520 ---- 1.03 - April 7, 2017 ---- • Cheats are now toggled via rcon, enabling the use for anyone on the server - /rcon sv_cheats 1 ---- 1.04 - September 16, 2023 ---- • Windows dedicated support • Project rename to basejkaplus • Merged changes from master OpenJK since last release  
    All features of the master OpenJK repo are included in this as of this writing. If you want to compile the latest version of this and the most recent OpenJK commits, I will try my best to keep it fairly in sync with it.
    https://github.com/circa-0/basejkaplus
    If you want to test it out first, the JKHub server is currently running it: /connect jk3.in
    -===- CREDITS -===-
    Big shoutout to Smoo, Xycaleth and Raz0r for helping me with basically all of this. I had the features but they showed me how to get it done.
    -===- INSTALLATION -===-
    If you are running an OpenJK server (recommended), put the .so file in the base folder of your server, and run the new openjkded file like you normally would. If its a basejka server, same thing but run the new openjkded file instead of jampded file you used to.
  8. DarthValeria liked a file by Circa, BaseJKA+ Server   
    baseJKA+ (or basejkaplus) is basically just OpenJK but with a few little features that I really wanted for my server. I wanted to have a basejka server with OpenJK's bug fixes and security, but also a few extra things that the OpenJK devs didn't think were fit to include in the master repository. Nothing changes the gameplay, these are just nice little features for a server to have, if you're not using a mod like JA+ or something.
    Linux and Windows dedicated server only, no client needed.
    This is what my old -=- SHADOW ORDER server ran, and still does today (now the JKHub server).
    Here's a list of all the features thus far:
    ---- 1.00 ---- • All taunts are available in all game modes (meditate, gloat, flourish, etc) • Private duels now start with full health and shield, and can be changed via new cvars (g_duelStartHealth and g_duelStartArmor) - default is 100/25 • Results of a private duel are displayed to all, with the remaining health of the winning player ---- 1.01 ---- • Added a cvar to toggle idle animations (personal annoyance of mine) - g_useIdleAnims 0 ---- 1.02 ---- • restored the ability to use map glitches via dmflags 520 ---- 1.03 - April 7, 2017 ---- • Cheats are now toggled via rcon, enabling the use for anyone on the server - /rcon sv_cheats 1 ---- 1.04 - September 16, 2023 ---- • Windows dedicated support • Project rename to basejkaplus • Merged changes from master OpenJK since last release  
    All features of the master OpenJK repo are included in this as of this writing. If you want to compile the latest version of this and the most recent OpenJK commits, I will try my best to keep it fairly in sync with it.
    https://github.com/circa-0/basejkaplus
    If you want to test it out first, the JKHub server is currently running it: /connect jk3.in
    -===- CREDITS -===-
    Big shoutout to Smoo, Xycaleth and Raz0r for helping me with basically all of this. I had the features but they showed me how to get it done.
    -===- INSTALLATION -===-
    If you are running an OpenJK server (recommended), put the .so file in the base folder of your server, and run the new openjkded file like you normally would. If its a basejka server, same thing but run the new openjkded file instead of jampded file you used to.
  9. Smoo liked a file by Circa, BaseJKA+ Server   
    baseJKA+ (or basejkaplus) is basically just OpenJK but with a few little features that I really wanted for my server. I wanted to have a basejka server with OpenJK's bug fixes and security, but also a few extra things that the OpenJK devs didn't think were fit to include in the master repository. Nothing changes the gameplay, these are just nice little features for a server to have, if you're not using a mod like JA+ or something.
    Linux and Windows dedicated server only, no client needed.
    This is what my old -=- SHADOW ORDER server ran, and still does today (now the JKHub server).
    Here's a list of all the features thus far:
    ---- 1.00 ---- • All taunts are available in all game modes (meditate, gloat, flourish, etc) • Private duels now start with full health and shield, and can be changed via new cvars (g_duelStartHealth and g_duelStartArmor) - default is 100/25 • Results of a private duel are displayed to all, with the remaining health of the winning player ---- 1.01 ---- • Added a cvar to toggle idle animations (personal annoyance of mine) - g_useIdleAnims 0 ---- 1.02 ---- • restored the ability to use map glitches via dmflags 520 ---- 1.03 - April 7, 2017 ---- • Cheats are now toggled via rcon, enabling the use for anyone on the server - /rcon sv_cheats 1 ---- 1.04 - September 16, 2023 ---- • Windows dedicated support • Project rename to basejkaplus • Merged changes from master OpenJK since last release  
    All features of the master OpenJK repo are included in this as of this writing. If you want to compile the latest version of this and the most recent OpenJK commits, I will try my best to keep it fairly in sync with it.
    https://github.com/circa-0/basejkaplus
    If you want to test it out first, the JKHub server is currently running it: /connect jk3.in
    -===- CREDITS -===-
    Big shoutout to Smoo, Xycaleth and Raz0r for helping me with basically all of this. I had the features but they showed me how to get it done.
    -===- INSTALLATION -===-
    If you are running an OpenJK server (recommended), put the .so file in the base folder of your server, and run the new openjkded file like you normally would. If its a basejka server, same thing but run the new openjkded file instead of jampded file you used to.
  10. Merek liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  11. scp_chaos1 liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  12. rootCompute liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  13. GamerRedNeck liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  14. mjt liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  15. DarthValeria liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  16. Maksman liked a file by Circa, Dantooine Compound (T2_DPRED for MP)   
    This is an entity mod of the singleplayer map T2_DPRED (the one with Rax keeping you a prisoner without your saber)
    The goal of this mod is to make it a more usable map in multiplayer, complete with new spawns, teleporters for getting around, NPC spawners, and more.
    This is part of a series that I hope to complete every SP map this way.
    If you are wondering why do this, the benefit to entity mods is you don't need the actual PK3 in your base folder to play on the map with these changes. That means it is just another map that you can add to your rotation without sacrificing new players or worrying that players won't have a map your server is running.
    Orange consoles around the map are NPC spawners. They will spawn a specific NPC, some are cultist, reborn, stormtrooper, hazard troopers, etc.
    Red glowing energy spots are teleporters. Since not all doors could be removed easily, this is the best way to get around the whole map, getting to special areas outside of the main courtyard. Some of those rooms are good for dueling or having privacy while the rest of the players are having an FFA in the courtyard. Also fun to play hide and seek!
    In the main courtyard where the ATST comes out of in the SP mission, there is now a medical area with bacta tanks that heal you to full health when you press USE on them. There are also a few droids there to make it a bit more lively.
    -===================-
    -!|!- CHANGELOG -!|!-
    -===================-
    1.0
    - Initial release
    1.1
    - Added more bacta tanks to main area
    - Added droid NPCs
    - Fixed a couple teleports
    - Fixed bmodel coordinates

    -================-
    -!|!-  NOTE  -!|!-
    -================-
    There is a benefit to having this PK3 in your client base folder. Since the map has a big Dantooine vibe, I included the Dantooine music from KOTOR. This only works if you have it in the base folder of your client, not just the server. Otherwise normal OT music is used.
    -======================-
    -!|!-  KNOWN BUGS  -!|!-
    -======================-
    Some teleport buttons (the red glowing force) may require you to face at a certain angle that isn't always natural. This is just a downside to using bmodels for triggers.
    Spawned NPCs sometimes are too stupid to notice you even if you're close. This isn't an issue with the map, just MP NPC AI code being bad.
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    This is a server-side mod, so put the PK3 in your server's base folder. If you want to use it locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
     
  17. Circa liked a file by Kitsu-NeshKaa, KOTOR Grenades Pack   
    Interpretation of lowpoly grenades from KOTOR.

    Fragmentation  grenade

    Concussion (Stun) grenade
    Thermal detonator
     
  18. FantasyVader liked a file by Circa, KOTOR Stances   
    Release date: June 2008
     
    This mod replaces different stances and animations in JA. This is version 2.0. Theres only a few changes. It will edit the following:
    Normal standing animation replaced with the normal standing animation from Star Wars: Knights of the Old Republic.
    Medium saber stance replaced with the normal saber stance from KOTOR. Just a 1 frame stance so far. Might continue with the full animation some other time in another version.
    Fast saber stance replaced with the stance Darth Revan uses when Bastila and other Jedi encounter him.
    Strong saber stance replaced with Darth Malak's saber stance.
    Dual sabers stance replaced to the one used in KOTOR.
    Staff saber stance replaced with the staff stance in KOTOR
    Choke/Grip animation replaced with a stance similar to the one in KOTOR. Not totally accurate but close.
    Running with saber replaced with the normal running animation.
    Running with dual saber replace with the normal running animation also. I thought that the defualt animation looked terrible. Like the player was shaking their hips back and forth. Looks a lot better even thought saber blade hits the ground sometimes.

  19. Darth Aesthetica liked a file by Circa, Rosh the Rodian   
    This is a single player mod that completely changes Rosh to be a Rodian. His model is now a Rodian but with Rosh's body. His outfit was recolored to better blend with his new skin color. All of Rosh's dialogue was changed to Rodian dialogue from KOTOR. A couple other minimal changes.
     
    Make sure you have subtitles on for all dialogue. To do that, open the console (SHIFT + ~) and type /g_subtitles 1
     
    If you hate Rosh, this actually drastically makes him more pleasant of a character. His voice is different. His image is different. Your eyes and ears will no longer bleed because he's on the screen!
     
    Video demo:
     

     
     
    -===- Known Bugs -===-
     
    Some dialogue might slightly be too long or too short. None should be too drastic. If anything, it'll show that Kyle and Jaden are tired of hearing Rosh open his mouth.
  20. Willemoes liked a file by Circa, Water Wake Shader MP Fix   
    This mod fixes the broken water wake shader in multiplayer, when the player or NPC is standing in water. Normally the shader works in vanilla SP but not in MP, but this will make it work in both. A GIF and video are included to show the difference. Before it was just a static image which looked quite bad.

    I actually made this back in 2016 but completely forgot to release it.
    The file has to be loaded first, even before the assets, so do not rename it. This is why it has a 0 in the name. In addition, the shader itself can't be renamed either.

    -===- Credits -===-
    @AshuraDX for the assistance on this back in 2016. ♥️

    -===- Installation -===-
    PC: Extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory.
    Mac: Place in Applications/Jedi Academy/base folder
  21. Circa liked a file by Neffie, JKA Domination   
    Description
    A new gamemode for JKA from the classic Unreal Tournament. Capture bases and hold them to dominate and score points! This is more or less a core file with all the necessary things (scripts, shaders, textures, etc) to make it work and provide mappers with the needed things to build their own domination maps.
     
    Installation
    For players & servers
    Put jka_domination.pk3 in GameData\base in your game directory. Start a TFFA game with one of the maps and 3000 fraglimit (X cap limit * 1000).
    For mappers
    You will find dom_source.map file in jka_domination_source.zip/maps. I recommend copying it and building your own map within there to make sure all targetnames etc. remain correct. If you have your map separately, it’s better to copy it into the dom_source.map than the other way around, unless you absolutely make sure all the entity values (targets, targetnames) stay correct. More detailed instructions are included in a pdf.
    For modders
    You will find the source files for the scripts and photoshop/illustrator files for some of the textures in jka_domination_source.zip. I hope they will be useful!
     
    Known bugs
    Previous bugs and incompatabilities have now been solved through switching from CTF to TFFA base game mode.
    Regarding shader remaps and slight lag incued by them:
     
    Release notes
     
    Planned features
     
    External Content Used / Credits
    UT2004, Epic Games from which the Announcer voice files are from
    Tidal Lugormod, Clan Atlantis & Crazy, for inspiring me through their lugormod versions many years back
    Jedi Knight Community discord for their insights and help
    Tayst & his friends for beta testing and helping me polish the system
    Everyone who has supported me during my on-off years of working on this project
  22. Circa liked a file by Noodle, Sio Bibble   
    *******************************************
    JEDI KNIGHT III : JEDI ACADEMY MODIFICATION
    *******************************************
    Title : Sio Bibble
    Author : Noodle
    File Name : sio_bibble
    File Size : 4,925 KB
    Date Released : March 7, 2023
    Model : LucasArts & Noodle & Lwkill
    Textures : LucasArts & Noodle
    Weighting : LucasArts & Noodle
     
    Description:
    ----------------------------------------------------------------------
    A noble philosopher, a great statesman, and an absolute legend. Fan favorite Sio Bibble left an everlasting impression in all star wars fans ever since he first announced in 1999 the meaning of a communication disruption. Back in the day people could only aspire to be like him by playing with his cool action figure (which came with a cool Commtech™ sound chip), but now in 2023 you can finally play as him in Jedi Academy, as George always intended. 
    Bot: No.
    NPC: No.
    LODs: Yes!
    Custom sounds: Indeed!
    Team Skins: No.
    SP: No.
    Known Bugs:
    - None so far, do report them if you find them. 
    Installation:
    Simply extract the pk3(s) to the gamedata/base folder of your Jedi Academy directory.
    Special thanks to: 
    Lwkill, who did the original version of the head mesh which I heavily edited. Without his original work I wouldn't have done this model. 
    Unguided, for the support and good spirit!
    LangZ, who did the original model request.
    License:
    As with all my work, you're free to do whatever you want with this file. If you want to incorporate it to your own projects, you're free to do so, but I'd appreciate if you let me know so that I can play your mod! 
  23. M3m0 liked a file by Circa, FFA3 Yavin Edition   
    This is an entity mod that changes FFA3 (Tatooine City) into a Yavin temple theme, as well as included bonus rooms that teleport you to other maps from the game as little (or big) duel rooms or just to hang out in private. These teleports are not shown with any flashy glowing orbs or anything like some entity mods, so if you don't want to bother with them, nothing will effect the FFA3 experience. Version 2.0 didn't have any indicators of doors, whereas 2.1 now has the red glowing particle effect on each door, indicating you can use them. If you see any door in the core FFA3 area, it will probably lead somewhere else, and then the door you came out of will lead back to that door. You need to press the Use key (default R) to enter the doors.
    This is strictly an entity mod, which means you can upload it to a server and nobody will need to download a pk3 to see the changes. All entities and textures are from the vanilla assets. However, if you want to have an accurate levelshot when loading in, you can put it in your local base folder too if you'd like.
    The botroutes and spawns have also been redone. Spawns are now in the center area around the dropship, making it easier to get to the traditional FFA spot that most people hang out in, rather than spawning far away like default. Botroutes are now more basic to reduce the risk of them getting stuck in the hangar and the dropship as easily like in vanilla.
    Door 1: The main large door by the main FFA area will lead to academy4, the large academy hall from SP that Luke and the students normally are in. All NPCs removed, it's a large area for fighting or conducting ceremonies or classes.
    Door 2: The small door outside of the hangar door, the upper part of the ramp will lead to duel6, the giant Yavin courtyard duel map. Use the optional pk3 to remove this map and restore duel6 to its original form. (see changelog)
    Door 3: The door behind the brown dropship, down the hallway on the right will lead to t1_inter, the small room from SP where Jaden and Rosh talk shit behind Kyle's back. Good for 1v1 duels or private conversations.
    Door 4: The door behind the bar will lead to duel10, the small Vjun power station room. More of a bonus room, as it's kind of a terrible duel room. But it fits the "back of the bar" feel decently well I suppose.
    -========================================-
    If you want to check this map out online, my server ( .!¡!. BASE OASIS ) will always have it. I did this for that server as one of our main "clan maps" that was a cool way to impress new players without requiring them to download a new map. You can reach our server at /connect base.jka.io
    -========================================-

    -==========-
    -!|!-  NOTE  -!|!-
    -==========-
    There is currently no way to set your respawn point in these rooms, so you will have to travel back to the room from the main spawn room every time. With the new spawns that's not nearly as much of a chore as before, but still kind of annoying.
    -================-
    -!|!-  KNOWN BUGS  -!|!-
    -================-
    The lighting had to be overcompensated for the use of the teleport areas, so character models might look slightly too bright, but the alternative is to be super dark so I think this was a better solution. Certain sounds may be missing in the teleport rooms like footsteps. Since they are mostly small and for dueling 1v1, this isn't much of a problem. Footsteps are fine in the main FFA3 area. Looking at the sky from the bonus maps will show the FFA3 area in the skybox. This is a limitation of using this method, nothing can be done, but the bright side is none of the bonus maps show it without you purposefully going to the windows and looking down. Duel6 (yavin duel) is missing many of the entities around the map like the breakable pillars and trees. This also will affect using the map outside of FFA3 unfortunately. I may attempt to fix this in future versions. Use the optional pk3 that removes duel6 so you can still use that map normally. -============-
    -!|!-  CREDITS  -!|!-
    -============-
    All credit to Sword (aka @unsword ) to their first version doing the hard part, I merely built upon it and changed things to how I preferred them for my server.
    -=================-
    -!|!-  INSTALLATION  -!|!-
    -=================-
    This is meant for server use, so upload the pk3 file to your server's base folder. If you're using locally, put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)
  24. LusoJedi liked a file by Circa, Fixed Saber Hilts   
    This mod fixes the base lightsabers to be a bit higher in the hand but also all equal position from the top hand, so there is no advantage with any certain hilt but also look more natural when held.
    If you notice without this mod, all of them are held very low in the hands, some even have the left hand completely off the hilt holding nothing.
    All single hilts are affected, including Kyle's, Luke's, Desann's, and the Reborn hilt. Staff hilts are already equal lengths, so are left untouched.
    This should work with server side as well, so if you want to make sure all players using base sabers are evenly matched no matter the saber chosen, this is the way to go aside from forcing the same saber for everyone.
    *DISCLAIMER* This is not a scientific or exact measurement. If you zoom in and compare down to the smallest unit they may be different by one or two units. If you are worried from losing to a saber hit by 1 or 2 units, don't use this mod or make your own.
    This will not work with mods that replace the hilts, like Plasma's saber pack or Rooxon's HD sabers. These may override those but their versions won't have these changes.
  25. Circa liked a file by Kessno, Imperial Christmas Bastion   
    Description: An Imperial Bastion located high in the mountains, inspired by an unnamed location in Fortnite, Chapter 4 Season 1. This was created for the JKHub Holiday Mod Contest 2022 and was built in two days.
    Installation Instructions: Unzip the file and place the .pk3 file in your GameData/base directory.
    Notes: I would like to revisit the map after the holiday contest to improve it and add additional details. It was more difficult than I anticipated to find a Christmas tree model and I ended up improvising one. The exterior terrain is a lot shallower than I would have liked, so it doesn't quite feel like a proper mountain base.
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