Jump to content


  • Content Count

  • Joined

  • Last visited

Profile Information

  • Gender
  • Location
    Yuma, AZ
  • Interests
  • Modding Interests
    General Modding
  • Operating System
    Windows 7

Contact Methods

  • Website
  • Steam

Recent Profile Visitors

843 profile views
  1. Fascinating. So, what about those of us who have no interest in jk2mv such as myself? I was well aware of its existence when I was working on this and I didn't see it as a reason not to, or at best, not a good one. The solution was clear as day and I went ahead and did it, backporting them from JK3. In addition, do not tell me how to spend my time. That's all.
  2. 157 downloads

    After consulting the Jedi Knight Community discord about releasing this here, I was given the okay to do so since Raven allows sharing assets between JK2 and JK3. I am also very lazy, so I'm just gonna copy and paste the description from the ModDB upload I made of this Just some ports of character models from Jedi Academy I made while watching a blender tutorial for backporting character models. Bot files are included as well, enjoy! List of ports: Alora Alora (Taspir) Boba Fett Chewbacca (warning: LOOKS VERY BAD!) Cultist Human Merc Lannik Racto Jawa Noghri Rax Joris New Reborn Reborn Maste
  3. Hmm that's really odd how it isn't working for you. I don't think windows 7 has anything to do with it though since I run JK2 just fine on Win7. Could you try and double-check that the .pk3's in your gamedata/base folder?
  4. Kinda reminds me of those Strogg Guards from Quake 2
  5. The game's code refers to the Imperial Saboteurs being able to dodge blaster fire and a saboteur commando that uses dual blaster pistols. In the game he isn't any different than the regular pistol-wielding saboteur, but this can be mostly reimplemented from copying over from the cultist commando's .npc file, which, interestingly enough, is in the game's files but isn't ever seen ingame. Is the saboteur commando having only one pistol intentional or was it something someone forgot to change before the game shipped? And the Saboteur's dodging behavior doesn't seem to actually exist. Was it ever
  6. Wow, after all these years, I only just now noticed that the Human Mercs don't have noses/their noses are covered by their visor-thingies

  7. Here's the logfile logfile opened on Wed Feb 1 12:47:20 2017 ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Initializing Renderer ---- Trying to load "rd-warzone_x86.dll" from "I:\SteamLibrary\steamapps\common\Jedi Academy\GameData"... QKEY found. ----- R_Init ----- ...initializing QGL succeeded ...setting mode 4: 800 600 W ...created window@0,0 (816x638) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...215 PFDs found ...hardware acceleration found ...PIXELFORMAT 11
  8. Glad that you're still working on this! Not sure if you remember me though, I was gonna try and help you out but then I got sidetracked with everything ever. I have a suggestion, it's for there being a chance of the game randomizing the human merc's weapons. There are variants only used once or twice throughout the entire game so I think it'd be pretty cool if the human merc's specialty is weapon variety like how the Rodian's is the disruptor rifle, the Gran's is the thermal detonator, etc.
  9. Glad to see you're still working on this!
  • Create New...