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JKHub

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Files posted by JKHub

  1. Sith Master Lightsaber Hilt

    Sith Master Hilt
    Author- broken_hope
    This is my final hilt for JA because there really isnt much left to do & i dont have the time to put into the models as you can tell in my last couple of releases. This was made for my Sith character its a variation of the Jedi Master hilt & like before as ive said i make these hilts for myself & i stick to a more practical design for realism. Hope you guys like it as it is my last release, I wish i could have spent more time on it, the black actually has a grain in it, I dont if it shows up on others cpu's.

    Installation- Put pk3 in your Jedi Academy/gamedata/base folder

    Credit to Alaris for the housing part. Update by Circa for adding an optional pk3 that does not overwrite the Arbiter hilt like the original pk3 did. /saber smaster

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  2. Jedi Master Lightsaber Hilt

    Author- broken_hope
    This is my new lightsaber, This one i will be using permenantly as it is fit for a Jedi master. This is by far my favorite hilt i ever built.
    Installation- put pk3 in your Jedi Academy/gamedata/base folder. 
    The hilt replaces the Arbiter

    Credit to Alaris for a model part. Updated by Circa for a non-overwrite pk3 option to not overwrite Arbiter.
     

    13 downloads

       (1 review)

    0 comments

    Submitted

  3. Mark VII Lightsaber Staff

    Mark VII Staff Hilt
    Author- broken_hope
    Inspired by Qui-gon Jinn & Ulic Qel-Droma. I also included 2 pk3's, 1 that overwrites the default Vindicater staff hilt & 1 that stands alone by itself like all hilts. The pk3 that overwrites the default can be used on any server & the pk3 that stands alone needs to have the server running it. I included the 2 because people were requesting that i dont overwrite the defaults, this way you can have both.
    Installation- Put pk3 of your choice in your Jedi Academy/gamedata/base folder
    Command to use: /saber Mark_VII
     

    9 downloads

       (0 reviews)

    0 comments

    Updated

  4. Mark IV Lightsaber Hilt

    Mark IV Staff Hilt
    Author- broken_hope
    This is a hilt i wanted to create for a long time for personal use, thought id share it.
    Replaces the Champion hilt (dual_4)
    Installation- Put pk3 in your Jedi Acadmey gamedata/base folder
    Credit to Khaliban for some model parts
     

    6 downloads

       (0 reviews)

    0 comments

    Updated

  5. Broken-Hope's Saga Saber Hilt Pack

    Star Wars Saga Ultimate Hilt Pack
    Author- broken_hope
    This is every Hilt from all 6 movies minus the Sidious hilt due to the fact that there arent any good images of it yet. Half of these hilts have been re-modelled & scaled correctly to actual appearence & the other half built from scratch.
    I included two versions, One for the servers to run & one that overwrites defaults for use on any server. Although many of the hilts use the same number i recommend you use one at a time when using default overwrites.
    The Hilts...
    Quigon
    Obiwan Ep1,Ep2,Ep3 & Ep4
    Windu Ep1 & Ep2
    Maul
    Anakin Ep2 & Ep3
    Dooku
    Yoda
    5 Prequel Hilts
    Vader
    Luke Ep5
    Luke Ep6
    Installation- Put pk3's of your choice in your Jedi Academy/gamedata/base folder

    Credit to Alaris, MoneyKungFu & The Fallenangel for model parts.
     
     

    26 downloads

       (0 reviews)

    0 comments

    Updated

  6. Original Trilogy Sabers

    *************************************************
    Jedi Academy Modification: Custom Lightsaber Pack
    *************************************************
    Title: Classic Trilogy Lightsabers 2.0
    Author: Khaliban
    E-Mail: Khaliban@wi.rr.com
    File Name: classic_sabers2.pk3
    File Size: 1.2Mb
    Construction Time: many hours
    Date Released: 3/12/2006
    Type: Custom Saber
    Installation Instructions
    --------------------------
    1) Extract the *.pk3 into the GameData\base\ directory
    Description 
    ------------
    I learned how to make more detailed hilts and add shaders and wanted to redo my Luke Skywalker saber.  I wound up making all the classic trilogy sabers.  The polygon count got a little away from me.  The total count is:
    Luke : 1738
    AnakinESB : 2796
    Ben : 3076
    Vader : 3350
    By popular demand, I have softened the shaders and added a weathered Ben saber.  Same model as the original but with different textures.  Included are single player menu files conveniently in their own pk3.  classic_sabers.pk3 contains only the models and shaders.  single_player.pk3 contains only the single player menus.

    3,344 downloads

       (3 reviews)

    5 comments

    Updated

  7. RevanDark Star Wars Hilts

    *********************************** 
    Jedi Knight: Jedi Academy 
    *********************************** 
    TITLE: Revan Dark Star Wars Hilts
    AUTHOR: Revan Dark
    E-MAIL: leahcim000@hotmail.com  
    FILENAMES: RevanDark_StarWars_Hilts.pk3
    FILESIZE: 7.78 MB
    DATE RELEASED: 28 August 2005
     
    INSTALLATION INSTRUCTIONS: Extract the pk3 to the gamedata/base folder of your Jedi Academy directory. 
    DESCRIPTION: I've Done It!,.....I've made all the most popular Star Wars Lightsabers. There are a total of 14 Lightsabers in this pack, and all the hilts have metallic looking shader effects so they look more realistic, (which is always Great right?)
     All Sabers should also be available in Single Player.
    Included Lightsabers:
            -Anakin Episode 2
            -Anakin Episode 3
            -Common Jedi (Adi Gallia, Shaak Ti, Bultar Swan, Barriss Offee,...)
            -Count Dooku
            -Darth Maul (staff)
            -Darth Maul (broken single)
            -Darth Sidious
            -Luke Skywalker Episode 6
            -Mace Windu
            -Obi Wan Episode 1
            -Obi Wan Episode 3
            -Quigon Jinn
            -Darth Vader Episode 5
            -Yoda Episode 3

    23,296 downloads

       (18 reviews)

    16 comments

    Updated

  8. Naboo Hills

    NABOO HILLS version 2.1
    by Darth Zappa
    Sept. 19, 2004
    This is a vehicle warfare map on a large open hilly area. It is good for general FFA, team FFA and CTF games, and also supports duel and powerduel games.
    There is a base with vehicles, weapons and ammo in each far corner of the map. In a CTF or TFFA game, the teams will each start at one of these bases. In FFA mode players will start at the gazebo building next to the lake. use the eopie spawning station nearby to get transportation to the far bases. Scattered throughout the map are stations with health, shields, ammo and other vehicles.
    Although the map is somewhat symetrical, the layouts of the two bases are quite different. Some people like this sort of thing for CTF games, some hate it. CTF support was shoe-horned in at the last minute and may have some problems; your mileage may vary. Bot-routing support is also included and is of questionable quality; the bots wont drive the vehicles anyhow, so their route will stay around the gazebo area.
    Naboo base - weapons, powerups, N-1 Starfighter, combat swoops
    Trade fed base - weapons, powerups, droid fighter* hailfire, droideka, sith speeder
    Additional vehicle types are available at the powerup stations throughout the map. Each of the orange console switches in the map spawns a vehicle of some sort. Not all vehicles perform well in water; mind the lake.
    Due to the large number of vehicles in this map, you will find that you can't spawn any new ones on here unless you are running a mod that allows for more vehicles on both the client AND server sides. Don't try it, you'll just crash.
    If you are missing textures on the ground, then remove the pre-release jedicouncilgc and forest sanctuary maps from your base folder, as well as any other maps that have been converted from JK2 to JKA. There is a problem with the way some folks are converting their older maps that causes a texture conflict. The only solution is to remove the offending maps from the your base folder.
    Vehicle models by
    Duncan_10158, Monsoontide, tFighterpilot and Neomars1; some are further customized. (See below for full details.)
    Skybox by Whiteshdw, courtesy of Shadriss's dotf map.
    Installation
    ------------
    Before installing any of the naboohills21 files, first remove *ALL* other vehicle pk3s and vehicle-related map pk3s from your base folder, including older versions of these vehicles. Also remove any older versions of this map.
    Once you've done that, put everything in the 'put_all_this_in_base' folder into your base folder.If you dont have any other vehicles or maps with built-in custom vehicles (like KOTOR flight) in there, then everything should be fine. After that, you can take out individual vehicle pk3 files if you want to remove certain custom vehicles (they wont spawn from the buttons then.)
    All the vehicles must be on the server for all the switches to function properly.
    The 'read me' files for all the original vehicles are included in a separate folder.
    Files Included - filename (npc vehicle) info
    --------------
    naboohills21.pk3 (naboohills21) map file
    hailfire_droid06.pk3 (hailfire_droid) trade fed rolling rocket launcher
    maulspeeder.pk3 (maulspeeder) sith bomber speeder bike, customized
    ojp_eopie_saddle.pk3 (eopie) the butt-ugly but loveable riding horse-anteater-thing
    OJP_droideka_06.pk3 (droideka) the trade fed rolling destroyer droid
    gunshipVM.pk3 (gunshipx) republic clone gunship
    N2.pk3 (n2) naboo N-1 starfighter, customized
    sb-bikes.pk3 (swoop_bike1, swoop_bike3, swoop_bike5) heavy duty customized combat/racing swoops
    bdc-cloudcar.pk3 (bdc-cloudcar) customized bespin cloud car, currently acting as a stand-in for a trade fed fighter
    this map uses a compatible vehicle set with BDC Racing Club v1.2. If you are running this map, you can run tha one too without changing any vehicles around.
    Misc. Notes
    -----------
    - Changes from 2.0 version
        - optional black reskin for the N2 included in separate folder
        - new Trade Fed Lander base design, more accurate to the ship in the movie
        - fixed CTF spawn points
        - models now clipped correctly, you cant shoot through them anymore
        - more trees
        - N1 naboo fighter now has a proper bounding box, and is easier to hit
        - some vehicles now have custom radar icons, where i was allowed (cough) to add them
        - new dueling area with good fps under the starting gazebo
        - deeper lake is now more dangerous to fly in, watch those rocks
        - fixed weapons on sith speeder and combat swoop bikes
        - some other minor very minor tweaks
    - Changes From 1.2 version
        - skybox from dotf (thanks shadriss)
        - added droideka, gunship, more swoops, eopie; removed atst, rancor, tauntauns
        - map area now twice as big (perhaps too big now), new trade fed. base position
        - CTF support and bot-routing (sort of)
        - larger area of view (fps suffers a bit)
        - replaced tauntauns with faster eopies
        - re-arranged powerup stations
        - other minor tweaks and such
    - Stuff That Needs Fixin'
        - better lookin terrain and detailing in general
        - siege? perhaps.
    - Wish List (stuff i would like to add to this map, but doesn't exist yet)
        - Trade federation AAT battle tank (sadly this was abandoned by duncan. if it gets finished, i'll use it)
        - Trade federation fighter plane thingies (the cloudcar is currently filling in for this until it is ready.)
        - Lasers on the gunship (i've given up hope for this. thanks, you know who you are.)
        - gungan ridable kaatu (under construction, or so they say)
        - In a perfect world, i would like this map to have episode 1 and/or naboo-specific vehicles only.
    - For lots of great movie character skins and other vehicle models go to www.jedimoves.com
        - darth maul, obi-wan, qui-gon, battledroid, gungan, mace windu skins and much more
        - Also make sure to check out the Open Jedi Project, at http://ojp.jediknight.net
    Credits 
    -------
    map designed and constructed by Darth Zappa (darthzappa@blackdeathclan.net)
    hailfire droid, sith speeder and droideka, and N-1 vehicle models
    by Duncan_10158 (http://io.meskinaw.net/) and Monsoontide (http://home.earthlink.net/~monsoontide)
    republic gunship vehicle model
    by NeoMarz1 (http://www.geocities.com/neomarz1@sbcglobal.net)
    N1 vehicle customized by
    Nexus of OmNi clan (nexplanet.tk)
    Sith speeder customized by
    Nexus of OmNi clan (nexplanet.tk) with further tweaks by me
    Bespin Cloud Car converted to JA vehicle model by
    tFighterPilot, and further customized by me
    swoop bike (swoop_bike1,swoop_bike3,swoop_bike5) vehicle files
    modified by myself and McCleod of DX clan (www.dxgaming.net/jka)
    eopie, droideka vehicle models from the open jedi project (http://ojp.jediknight.net)
    skybox texture by WhiteShdw (kal_el23@hotmail.com)
    courtesy of Shadriss from his Duel of The Fates map for JKA.
    Copyright info
    --------------
    This map and related files were not made or supported by Raven or LucasArts or any of those sorts of professionals. This is amateur hour all the way, baby. All Star Wars related intellectual property rights are reserved by their proper owners, as noted here with these fine copyright notices.
    © 2003 LucasArts Entertainment Company LLC. 
    © 2003 Lucasfilm Ltd. & TM or Æ as indicated.
    All rights reserved. Used under authorization.
    LucasArts and the LucasArts logo are trademarks of Lucasfilm Ltd.
    © Raven Software LTD 2003, Activision

    63 downloads

       (3 reviews)

    2 comments

    Updated

  9. BDC Racing Club

    BDC Racing Club v1.2
    a FFA and Racing Map for Jedi Academy
    by Darth Zappa (zappa@blackdeathclan.net)
    Aug 25, 2004
    BDC Clan Website: www.blackdeathclan.net
    READ THE INSTALLATION INSTRUCTIONS BELOW!
    YOU'RE GONNA HAVE PROBLEMS IF YOU DON'T!
    1.2 Update:
    -----------
    removed lap counter and probe droids to lower the entity count. this should make the map MUCH more stable. Also, many of the posters have been replaced with low-res versions to help with loading times. (sigh. oh well.) They dont look as nice now unless you have your texture quality set to 'very high'.
    There have been some other minor fixes and adjustments made as well.
    Description:
    ------------
    This map started out as a simple 'slap together' dirt race track for some basic swoop racing. That was last October; since then, it got completely out of hand, and mutated into the behemoth you see here. This is a 'clan map' of course, but I like to think it is something different from the usual 'hall of boxes' that so many clan maps are. BDC Clan-related decorations have been kept to a minimum (mostly all in one hallway, but there's alot in there) so as to appeal to a wide audience.
    Some of the vehicle files here are updates to the ones included with NabooHills 2.0. You should replace the older versions with these new ones on both your server and in your base folder. Naboo Hills 2.1 will include the same updated vehicles as this, as well as an updated N1 fighter.
    INSTALLATION INSTRUCTIONS: *** READ THIS!!! ***
    -------------------------
    Before installing any of these files, first remove *ALL* other vehicle pk3s and vehicle-related map .pk3 filss from your base folder. This includes vehicles from previous versions of this map, and naboohills.  the ojp_vehicles_002.pk3 in particular is now redundant. Also, remove any older versions of this map.
    Once you've done that, put everything in the 'put_all_this_in_base' folder into your base folder. If you dont have any other vehicles or maps with built-in custom vehicles (like KOTOR flight) in there, then everything should be fine. After that, you can take out individual vehicle pk3 files if you want to remove certain custom vehicles (they wont spawn from the buttons then.)
    To Run This Map with NabooHills 2.0
    -----------------------------------
    If you want this map and naboohills 2.0 on your server at the same time, you must remove the ojp_vehicles_002.pk3 from your server and replace it with ojp_eopie_saddle.pk3. this will disable the stap speeder on naboohills 2.0 (it has been removed from 2.1) The only other additional vehicle on NabooHills that isn't on this map is the customized N1 Naboo Fighter, but there is room to have it in your base folder with this map installed too. Once you get this map working properly, you can add the N1 starfighter (n2.pk3, not included here) back to your base folder to play naboo hills 2.0 and leave it in if you like.
    files included: filename (npc vehicle name) info
    ---------------
    bdc-racing.pk3 (bdc-racing) map file
    hailfire_droid06.pk3 (hailfire_droid) trade fed rolling rocket launcher
    maulspeeder.pk3 (maulspeeder) *UPDATED* sith bomber speeder bike, customized *UPDATED*
    ojp_eopie_saddle.pk3 (eopie) butt-ugly riding beast-thing *REPLACES OJP_VEHICLES_002*
    OJP_droideka_06.pk3 (droideka) the trade fed rolling destroyer droid
    gunshipVM.pk3 (gunshipx) republic clone gunship
    bdc-cloudcar.pk3 (bdc-cloudcar) customized combat cloud car with turbo and heavy guns
    sb-bikes.pk3 (swoop_bike1, swoop_bike3, swoop_bike5) *UPDATED* heavy duty customized combat/racing swoops *UPDATED*
    The 'read me' files for all the original vehicles are included in a separate folder.
    Misc. Notes
    ------------
    * this map uses most of the available vehicle slots; cheat/admin spawning of vehicles and NPC's is not recommended. You're gonna crash your server if you mess around too much on here.
    * the sniper rifle scope is of limited use in the dense fog, as are the binoculars.
    * only one race with lap counting can be run using the start switches in the control room. this is due to an absolutely asinine restriction of the target_counter entity. (it deletes itself when finished counting! Why???) if you want to run multiple 'counted' races, you need to restart the map each time. I realize this is ridiculous, but its the best I could do for now. As an alternative, you can use the 'no lap count' buttons in the racing command center to 'fake a starting line' and have the players count themselves.
    * the track lap counting works, but only barely. Improvements in that system will come at a later date when I get my brain wrapped around scripting. (Nothing is scripted in this map at the moment, it is all entities and triggers.) Right now, the first person around a lap is messaged that they are the leader for that lap, or the winner for the final lap.
    * The lap-counted race takes 10 laps to complete.
    * Players who aren't racing should stay off the track during a lap-counted race; it is possible (but unlikely) for a non-racer to accidentally trip one of the 'checkpoint' triggers, which will botch things up.
    * hit 'use' at the bars on the map to get a bacta drink. if there is a bartender, he can hit 'use' to give a big bacta drink to 'customers'. the 'taco stand' features other novelties.
    * the droid spawning at the merc base should be kept to a minimum, or you will eventually crash your server, as with all npc spawning on any map.
    * there are fighter auto-turn zones in the sky at the edges of the map, however this map isnt really big enough (!) to give enough room to do a complete u-turn in time. if you approach the edge of the sky from an angle (instead of 'head on') you'll turn fine. if you fly full-speed into the sides or top of the map, you're still gonna crash.
    * The lighting is not wonderful. It was sorta too late to scrap it all and start over, once i realized what third-rate cheese I was making. Much of the lighting was done 'on the go' in order to get this map out at all. Future updates will improve on this.
    * BDC High Council member 'The Eye' had no idea that I was gonna do that to his office. I hope he doesn't mind.
    Credits:
    --------
    hailfire droid, sith speeder and droideka models
    by Duncan_10158 (http://io.meskinaw.net/) and Monsoontide (http://home.earthlink.net/~monsoontide)
    sith speeder customized by Nexus
    Bespin cloud car model converted to vehicle class by tFighterPilot (http://www.gamingforums.com), new vehicle definition file by me (darth zappa)
    republic gunship vehicle model
    by NeoMarz1 (http://www.geocities.com/neomarz1@sbcglobal.net)
    eopie model courtesy of the Open Jedi Project (http://ojp.jediknight.net)
    some of the extra map models are from www.map-center.com
    the BDC logo sign was designed by Xemoka-sama
    special thanks to Nexus for helping out with the custom .veh files and various other bits and doodads, such as the word "furrito". {DX}McCleod also did quite a bit of work on tweaking the racing swoops.
    Many of the clan member's posters were made by the players themselves, the rest I did in a big hurry.
    The Star Wars pictures and posters were all scavenged from various fan sites. I tried to pick interesting ones.
    I cribbed the legal disclaimer (below) from one of sith j cull's map read-me files, since it's short and to the point.
    Legal Flotsam:
    --------------
    THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC.
    ELEMENTS TM & � LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    24 downloads

       (1 review)

    0 comments

    Submitted

  10. The Academy v2

    New version V3 available here:
    https://jkhub.org/files/file/138-the-academy/
    ---
    Title : The Jedi Academy Official Map
    Version : 2.0
    Author : Virtue
    E-Mail : virtue@thejediacademy.net OR rain_down_af@hotmail.com
    Website : http://www.thejediacademy.net
    File Name : the_academy_v2.pk3
    File Size : 23 MB before zipping
    Date Released : December 16th, 2004 

    Description :
    Official Map for the Jedi Academy (http://www.thejediacademy.net).
    Heavily modified update of my last map - 'the_academy', many areas are either new or have been totally redesigned.
    This map was built specifically for training and socialising.
    The Jedi Academy has numerous training facilities each used for training in different areas of skill.
    There are three Jedi Duelling rooms which can be used for engaged duelling or Full Force battles, each have an observation
    deck with health and shield pickups.
    A 'Pit' room where people can duel/ffa on small ledges which are scattered around - be careful though, if you fall off, you
    don't come back. 😉
    A gunning battleground, which is a large, open area with a few obstacles, littered with weapons and ammo for all your
    'blow up every dude on the Server' pleasures.
    There is a Bar, a Ceremonial Hall, a Combo training facility, two NPC spawning areas and an administrator's area whereby
    you can lock down certain areas of the map and change the map music.
    One section of the Map has been dedicated to a dear friend of ours at the JA, Vladarion - This great man was tragically
    taken away from us as a result of a car accident on Boxing day, 2003. - Rest in Peace, my Brother.
    Find out more about Vladarion here: - http://www.thejediacademy.net/articles_detail_page.php?f_id=5
    Since v1, there have been alot of addresses where FPS is concerned. With this version, FPS should remain solid and high
    in all areas.
    The buttons that are labelled I, II and III in the control room will control the locks for the privacy booths in the bar.

    Install : Unzip the *.pk3 file into your GAMEDATA/BASE folder
    ####################
    #Additional Credits#
    ####################
    DJ Sith: For Editing the Bar Music and making it compatible with the game and map. Thanks DJ. 😄
    Odan-Wei: For making many of the custom textures that you will see in the Map.
    Darth_Mobility: For making all of the sign textres in the Administrator area and making the splash/loading screen image.
    Jaiko D'Kana: For providing the sounds to our Lightsaber Hilts.
    Mirael D'Kana: For editing the Ceremonial music to be compatible with the game and the map. And for being the undisputed
    queen of the Universe. 😄
    Sared: For skinning the new NPCs.
    ---
    Standard Saber NPC Voice   : Huxley
    Dual Saber NPC Voice       : Jacen Aratan
    Staff Saber NPC Voice      : Mirael D'Kana

     

    25 downloads

       (1 review)

    0 comments

    Updated

  11. NetRadiant Custom

    NetRadiant-custom (also seen as NRC) is a fork of NetRadiant which itself is a fork of GTKRadiant, the map making utility made to create maps in games like Jedi Academy, Jedi Outcast, Quake 3, etc. (GtkRadiant 1.4→massive rewrite→1.5→NetRadiant→this)
    This is generally considered the best tool to make maps in the modern era, with it being more stable on modern hardware and operating systems and containing tons of quality of life features and additions. If you are familiar with GTKRadiant, it is similar enough to learn quickly though some default keybinds may be different than you are used to.
    Created and maintained by GARUX
    Supported games
    Main focus is on Quake, Quake3 and Quake Live.
    Though other normally supported games should work too. Releases include configs for the following games: Alien Arena, Darkplaces, Doom 3, Doombringer, Wolfenstein: Enemy Territory, Heretic II, Half-Life, Jedi Knight Jedi Academy, Jedi Knight II: Jedi Outcast, Kingpin, Neverball, Nexuiz, Open Arena, Project::OSiRiON, Prey, Quake II, Q3Rally, Quake 4, Quetoo, Smokin' Guns, Soldier of Fortune II - Double Helix, Star Trek Voyager : Elite Force, Tremulous, Turtle Arena, UFO:Alien Invasion, Unreal Arena, Unvanquished, Urban Terror, Warfork, Warsow, Return To Castle Wolfenstein, World of Padman, Xonotic, ZEQ2 Lite.
    Features
    Development is focused on smoothing and tweaking editing process.
    Random feature highlights
    WASD camera binds Fully supported editing in 3D view (brush and entity creation, all manipulating tools) Uniform merge algorithm, merging selected brushes, components and clipper points Free and robust vertex editing, also providing abilities to remove and insert vertices UV Tool (edits texture alignment of selected face or patch) Autocaulk Model browser Brush faces extrusion Left mouse button click tunnel selector, paint selector Numerous mouse shortcuts (see help->General->Mouse Shortcuts) Focus camera on selected (Tab) Snapped modes of manipulators Draggable renderable transform origin for manipulators Quick vertices drag / brush faces shear shortcut Simple shader editor Texture painting by drag Seamless brush face<->face, patch<->face texture paste Customizable keyboard shortcuts Customizable GUI themes, fonts MeshTex plugin Patch thicken All patch prefabs are created aligned to active projection Filters toolbar with extra functions on right mouse button click Viewports zoom in to mouse pointer 'all Supported formats' default option in open dialogs Opening *.map, sent via cmd line (can assign *.map files in OS to be opened with radiant) Texture browser: show alpha transparency option Texture browser: search in directories and tags trees Texture browser: search in currently shown textures CSG Tool (aka shell modifier) Working region compilations (build a map with region enabled = compile regioned part only) QE tool in a component mode: perform drag w/o hitting any handle too Map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts Connected entities selector/walker Build->customize: list available build variables 50x faster light radius rendering Light power is adjustable by mouse drag Anisotropic textures filtering Optional MSAA in viewports New very fast entity names rendering system Support 'stupid quake bug' Arbitrary texture projections for brushes and curves Fully working texture lock, supporting any affine transformation Texture locking during vertex and edge manipulations Brush resize (QE tool): reduce selected faces amount to most wanted ones Support brush formats, as toggleable preference: Axial projection, Brush primitives, Valve 220 Autodetect brush type on map opening Automatic AP, BP and Valve220 brush types conversion on map Import and Paste New bbox styled manipulator, allowing any affine transform (move, rotate, scale, skew) rendering of Q3 shader based skyboxes Incredible number of fixes and options Q3Map2:
    q3map_remapshader remaps anything fine, on all stages Automatic map packager (complete Q3 support) Report full / full pk3 path on file syntax errors Allowed simultaneous samples+filter use, makes sense -brightness 0..alot, def 1: mimics q3map_lightmapBrightness globally -contrast -255..255, def 0: lighting contrast -saturation light option -bouncecolorratio 0..1 (ratio of colorizing light sample by texture) -nolm - no lightmaps -novertex works, (0..1) sets globally -vertexscale New area lights backsplash algorithm (utilizing area lights instead of point ones) -backsplash (float)scale (float)distance: adjust area lights globally (real area lights have no backsplash) New slightly less careful, but much faster lightmaps packing algorithm (allocating... process) -extlmhacksize zero effort external lightmaps for Q3 Valve220 mapformat autodetection and support Consistent brush content deduction with mixed face parameters Model shaders paths deduction Fixed model autoclip, added 20 new clipping modes Support negative misc_model scale Assimp model loading library (40+ formats) -json bsp export/import -mergebsp injects one bsp to another No shaderlist.txt mode: load all shaders see changelog-custom.txt for more

    42 downloads

       (0 reviews)

    0 comments

    Updated

  12. Malevolence

    AUTHOR: JediMurderer/MeatsOfEvil
    DATE RELEASED: 19 October 2009

    CREDITS: I would like to thank a number of people who made this possible, starting of course with Lucasarts and Ravensoft for making such a moddable game. In addition the good people of the jk3files forums deserve my thanks for various tips and suggestions. The tutorials of mappers RichDiesal, Szico and Bubba were also instrumental in teaching me what I know.

    Thanks to SpPwn for suggesting an alternate lava shader, and AshuraDX for providing said upgrade. All textures in the lava folder and the shaders are property of AshuraDX.

    I also want to thank in particular NAB622, for putting up with my noobish-ness on the jk3files forums, pushing me in the right direction when I had almost lost hope on getting my map to work properly and even providing me ideas for future modifications. NAB622, you have saved this map.

    Lastly, I want to thank all the people who tested my map before it's release:
    My Brother
    My Mom
    cloudflint
    PANIC98
    SpPwN
    martinfaulkes
    NAB622
    General Jaxun
    AshuraDX
    Anyone who did not post their name on the forums but tested it anyway

    INSTALLATION INSTRUCTIONS: Place malevolence.pk3 in your base folder. The base folder is located in the gamedata folder, which is in the folder you installed the game in.

    DESCRIPTION: Malevolence is a duel/powerduel map designed (in my opinion) to make these modes more interesting. The duels that I have observed tend to be rather dull, as the two duelists swing at each other, dodge out of the way, and repeat. What if the battleground itself was also hazardous? Even better, what if the environment was actively trying to kill you while you fought? This is where Malevolence comes in. An Imperial officer and his bodyguards watch as you and other prisoners fight to the death while avoiding the obstacles of the arena itself. Dare to fight on this map to find out what dangers await. Your only warning of the impending doom will be the double siren that sounds before your death. Enjoy! 🙂

    BUGS: I have seen bots defy death on one or two occasions where a normal player would be reduced to rubble...since I have no idea how they do it I have no hope of fixing it. Also despite my best attempts at bot-routing, the AI will still act pants-on-head stupid at times and we will just have to live with that. Also, the alarm and the taunts from the Imperials interrupt each other.

    COMMENTS: Everything the map throws at you CAN BE AVOIDED. Pay attention to what is happening and you will see a way to escape. Also do not go near the observation box unless you want to be insulted by your executioner. Lastly, this is my first map ever! Yay!

    PERMISSIONS: Ask me before using any of my assets. Also, the lava textures and shaders belong to AshuraDX so I cannot authorize anyone to use them.

    26 downloads

       (1 review)

    0 comments

    Submitted

  13. OpenJO for Jedi Outcast

    OpenJO is the Jedi Knight 2: Jedi Outcast version of OpenJK. This is for single player only. For multiplayer, please see JK2MV.
    OpenJK is an effort by the JACoders group to maintain and improve the game engines on which the Jedi Academy (JA) and Jedi Outcast (JO) games run on, while maintaining full backwards compatibility with the existing games. This project does not attempt to rebalance or otherwise modify core gameplay.
    Our aims are to:
    Improve the stability of the engine by fixing bugs and improving performance. Provide a clean base from which new JO and JA code modifications can be made. Make available this engine to more operating systems. To date, we have releases on Windows, Linux and macOS. If you need help, the JKHub sub-forum is a better place for support queries, discussions, and feature requests.
    License
    OpenJK/OpenJO is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    Installation
    To install OpenJO, you will first need Jedi Outcast installed. If you don't already own the game you can buy it from online stores such as Steam or GOG.
    Follow this guide for installing on all 3 desktop platforms. The guide is for OpenJK and Jedi Academy but the steps are the same for OpenJO and JK2.
    For Developers
    Building OpenJK
    Compilation guide Debugging guide Contributing to OpenJK
    Fork the project on GitHub Create a new branch and make your changes Send a pull request to upstream (JACoders/OpenJK) Using OpenJK as a base for a new mod
    Fork the project on GitHub Change the GAMEVERSION define in codemp/game/g_local.h from "OpenJK" to your project name If you make a nice change, please consider back-porting to upstream via pull request as described above. This is so everyone benefits without having to reinvent the wheel for every project. Maintainers (in alphabetical order)
    Ensiform Razish Xycaleth Significant contributors (in alphabetical order)
    eezstreet exidl ImperatorPrime mrwonko redsaurus Scooper Sil smcv

    4,576 downloads

       (0 reviews)

    4 comments

    Updated

  14. OpenJK for Jedi Academy

    OpenJK is an effort by the JACoders group to maintain and improve the game engines on which the Jedi Academy (JA) and Jedi Outcast (JO) games run on, while maintaining full backwards compatibility with the existing games. This project does not attempt to rebalance or otherwise modify core gameplay.
    Our aims are to:
    Improve the stability of the engine by fixing bugs and improving performance. Provide a clean base from which new JO and JA code modifications can be made. Make available this engine to more operating systems. To date, we have releases on Windows, Linux and macOS. The JKHub sub-forum is a better place for support queries, discussions, and feature requests. Bug reports and major issues should be posted in the Issues section on GitHub.
    License
    OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    Installation
    To install OpenJK, you will first need Jedi Academy installed. If you don't already own the game you can buy it from online stores such as Steam or GOG.
    Follow this guide for installing on all 3 desktop platforms.
     
    For Developers
    OpenJK on GitHub
    Building OpenJK
    Compilation guide Debugging guide Contributing to OpenJK
    Fork the project on GitHub Create a new branch and make your changes Send a pull request to upstream (JACoders/OpenJK) Using OpenJK as a base for a new mod
    Fork the project on GitHub Change the GAMEVERSION define in codemp/game/g_local.h from "OpenJK" to your project name If you make a nice change, please consider back-porting to upstream via pull request as described above. This is so everyone benefits without having to reinvent the wheel for every project. Maintainers (in alphabetical order)
    Ensiform Razish Xycaleth Significant contributors (in alphabetical order)
    eezstreet exidl ImperatorPrime mrwonko redsaurus Scooper Sil smcv

    21,212 downloads

       (1 review)

    9 comments

    Updated

  15. Death Star Trench

    Author: Darth Zappa
    Original Release Date: 12-07-2004
    The deathstar trench. Pretty self explanatory i guess. This is a team ffa dogfightin' map, with turrets on the surface. There is an exhaust port that goes kaplooie and awards 25 points to the first rebel that shoots it, but the entire map does not explode or anything like that. beware flying over the large deathstar gun dish - the gun is ARMED! if you fly into its shot path, it will fire. you will go kaplooie.

    This map will NOT WORK WELL in FFA MODE. I STRONGLY RECOMMEND TFFA GAMES on HERE. to change to TFFA, set your server's g_gametype to 6.

    This map is huge. In fact, it's as big as it can possibly be. If you had trouble running star destroyer siege, then don't bother with this. There is no 'inside' to the deathstar, other than the tie-fighter hangars. I have no plans to add the interior to this map.

    I may add siege in the future; for now it's TFFA.

    There are two versions of the map included:

    deathstar_trench_v1 - has just basic x-wing and tie-fighter vehicles.
    this version is good for folks who dont want to add any custom vehicles to their servers.

    deathstar_trench_v2 - has several custom vehicles added to the map
    - tie-advanced - darth vader's tie fighter
    - tie-defender - a deluxe tie fighter from the EU novels and games
    - tie-interceptor - the improved tie fighter from ROTJ
    - y-wing - the rebel heavy fighter
    - a-wing - small heavily armed fighter from ROTJ
    - b-wing - the large heavy fighter from ROTJ
    - millenium falcon (yt-1300) - heavy armed freighter, which is only enabled if the rebels make it to the far end of the trench

    ** IMPORTANT ** READ THIS ABOUT VEHICLE LIMITS **

    This map uses many custom vehicles, and you might hit the limit allowed by JA. I STRONGLY RECOMMEND RUNNING A MOD such as 'ASTEROIDS MOD' or 'JAPLUS v2.2' which enables the server and client to have extra vehicles installed in your base folder. If you do not use a mod like this, you need to clean out your base folder of any other vehicles that you are not using on this map to run it.

    If you are running a Mod that allows for extra vehicles, you can also install your vehicles in that mod's folder. For example, if you are running japlus, then you can put extra vehicles in the gamedata/japlus folder and they will only be available when you are on a server running that mod. This is a good method to keeping your base folder tidy and conflict-free.

    ** INSTALLATION **

    put the deathstar_trench.pk3 into your base folder. If you are going to run the v2 version of the map with extra vehicles, put the vehicle .pk3 files into either your base folder, or (recommended) your mod folder, such as gamedata/japlus or gamedata/asteroids (whatever one you are using.) vehicles installed into a mod folder are only available during games that are running that mod.

    Credits:
    --------
    map design and construction by darthzappa

    custom vehicle models credits:
    b-wing vehicle by Hatrus and Manquesa
    tie defender vehicle by Hatrus
    a-wing vehicle by Astromash and Manquesa
    y-wing vehicle by Manquesa and Andy 867
    tie interceptor vehicle by 7IM and Michael 'Chang Khan' Gummelt
    tie advanced X1 vehicle by Raven Software, NeoMarz1 and Manquesa
    yt-1300 vehicle by Raven Software and Manquesa

    all original vehicle read-me files are included in a separate folder. Several of these vehicles are from the Asteroids Mod pack, to ensure compatibility with that mod.

    Portions of this map were copy/pasted from Raven's star destroyer siege map, but i changed them around quite a bit.

    116 downloads

       (0 reviews)

    0 comments

    Submitted

  16. Venator Star Destroyer

    Author: XOFT CORP
    Original release date: 12-24-2012
    Version: 1.0
    STORY
    By the second year of the Clone Wars, the Outer Rim world of Quell, the principal planet of the Quell system had become a contested site between the Galactic Republic and the opposing Confederacy of Independent Systems. However, Quell's state of contention soon escalated when capital ship forces from both sides of the ongoing war met in the highest levels of the planet's atmosphere to engage in battle.

    The Sky Battle of Quell took place in the second year of the Clone Wars in the skies over the contested world of Quell when Jedi General Aayla Secura and her Republic fleet were ambushed by a Confederate Navy flotilla. Meeting in Quell's upper atmosphere, each faction launched starfighter squadrons that engaged their enemies in combat. Although both sides took losses, it was Secura's forces that suffered greater casualties when two of her three Star Destroyers fell to the Confederate frigates' heavy turbolaser fire. As the Separatist tactical droid commander, TF-1726, dispatched B2-RP battle droids to board Secura's crippled command ship, the Liberty, Jedi General Anakin Skywalker arrived with reinforcements aboard his own flagship, the Resolute. Launching in LAAT/i gunships, Skywalker boarded the Liberty with his Padawan, Ahsoka Tano, and troops of the 501st Legion led by Clone Captain CT-7567 to evacuate the cruiser before it could be destroyed.


    INSTALLATION
    Place all pk3 files included into C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base

    Notes:
    This pack was tested succesfully in the following Jedi Academy modifications:

    - JediMoves JA+ Mod v2.3 Full Distrib
    - ForceMod III Movie Battles Edition

    CREDITS
    ________________
    Special Edition
    ----------------

    -Phase I

    Conception: : Lui-Gon-Jinn
    Venator outer Modeling : o.o-LAOSS.FFA.MEX and Lui-Gon-Jinn
    Sky : JOE++
    Compilation : o.o-LAOSS.FFA.MEX and Lui-Gon-Jinn


    -Phase II

    Attack Cruiser v2 Remodeling : Lui-Gon-Jinn
    Map Object Modeling : Lui-Gon-Jinn
    Texture & Shader Design : Lui-Gon-Jinn
    Coding : Lui-Gon-Jinn
    Munificent Ship Modeling : Lui-Gon-Jinn
    Compilation : Lui-Gon-Jinn

    -Phase III

    Beta Testers : Lui-Gon-Jinn
    Compilation & Packaging : Lui-Gon-Jinn


    ________________
    Original Credits
    ----------------

    Title : Attack Cruiser v2
    Author : LuB
    E-mail : lu8@gmx.net
    Website : www.luza-leveldesign.dl.am

    File : acv2tjt.pk3
    Filesize : 9.47 MB
    Release date : 11/04/2006

    ---

    Title : Siege/FFA/Observation Deck - Battle over Coruscant Source Files
    Author : Darth NormaN
    E-mail : darth-norman@gmx.de
    MSN : darth-norman@gmx.de
    ICQ : 262187088
    Web : www.normansblog.de

    Filename : Siege_BoC_Source.zip
    Filesize : 4.20 MB
    Release date : 12/2009

    ---

    Title : Movie Battles II
    Version : Version Zero
    Author : Movie Battles Team
    Website : www.moviebattles.com
    Forums : www.moviebattles.com/forums
    Release date : 09/14/2008


    Disclaimer:
    -----------
    The Venator Star Destroyer Team does not take any credit for the following vehicles. They
    have been created by the respective authors mentioned below. The
    vehicles have not been altered except for improve radars in some models.

    Contents:
    ---------
    This pack includes the following vehicles:

    Title : Republic Gunship
    Vehicle Imports : Mars Marshall "NeoMarz1"
    Modeling : Mars Marshall "NeoMarz1"
    E-Mail : neomarz1@sbcglobal.net
    Website : http://www.geocities.com/neomarz1@sbcglobal.net/

    File Name : gunshipVM.pk3
    File Size : 981KB
    Release date : 11/25/2003

    ---

    Title : V-19 Torrent Clone Starfighter
    Model by : Zymotico
    Vehicle by : Hatrus
    Animation by : Manquesa
    Skins by : Zymotico

    File Name : v-19.pk3
    File Size : 4.46MB
    Release date : 06/05/2005

    ---

    Title : V-Wing Starfighter
    Model by : Minilogoguy18
    Vehicle by : Minilogoguy18
    Animation by : Minilogoguy18
    Skins by : Dark_Cuillere

    File Name : miniVWing.pk3
    File Size : 1.81MB
    Release date : 10/29/2005

    ---

    Title : ARC-170 Clone Starfighter
    Model by : Minilogoguy18, Dark_Cuillere
    Vehicle by : Minilogoguy18, Dark_Cuillere
    Animation by : Minilogoguy18
    Skins by : Dark_Cuillere

    File Name : mini_arc.pk3
    File Size : 6.52MB
    Release date : 08/18/2005

    ---

    Title : Vulture-class Advanced Droid Starfighter
    Model by : Hatrus
    Vehicle by : Hatrus

    File Name : droidfighter.pk3
    File Size : 6.62MB
    Release date : 06/05/2005

    ---

    Title : Jedi Starfighter
    Model by : Unknown
    Vehicle by : Unknown

    File Name : jsfighter.pk3
    File Size : 780KB
    Release date : Unknown

    168 downloads

       (0 reviews)

    0 comments

    Updated

  17. KOTOR Flight School

    Author(s): KOTORMRJay & War_Shark
    Original Release Date: 03-02-2007
    Two simple bases connected by a wormhole

    FSF is set up with a few different features.
    This map has turrets that have a variable, the server/host must state the ones he has in use
    ( AI or player controlled ).

    All players must conform to the host turret choice. To control the Player turret you must hold the "BACK" direction to unlock full rotation.

    There are NPC's in map as well as many secrets and bonuses to find ( like a NPC based saber challenge ).

    FSF also has a user variable.

    Each player can pick the ships they want to use for the "bonus ships" for Rebs. there is the B-WING_REB and the Y-Wing_reb for Imp. there is the VADER-TIE_IMP and the SLAVE-1_IMP.

    These are mainly examples as long as the basic VEH and NPC files remain mostly the same and the ship you choose to create has the appropriate amount of tags almost any ship can be created as a "bonus ship".

    Every player can have their choice of bonus ship for example...

    Server has the b_wing and the vader_tie in his base folder, player 1 has the y_wing and the slave_1 in his base folder they can both play. When the players meet in space the server will see player 1 flying a b_wing and himself in a vader tie. Player 1 will see the server flying a slave_1 and himself in a Y_wing. Basically you will see the ship in your base folder.

    Extract info and basic tutorial of how to switch out ships.
    extracted data extract to base folder:

    BASE:

    FSF.PK3

    TURRET_PLAYER.PK3

    VADER-TIE_IMP.PK3

    B-WING_REB.PK3

    FOLDER(bonus_ships_imp)

    VADER-TIE_IMP.PK3

    SLAVE-1_IMP.PK3

    FOLDER(bonus_ships_reb)

    B-WING_REB.PK3

    Y-Wing_reb.PK3

    FOLDER(Turret_variants)

    TURRET_EXTREME_MODE_A-I.PK3

    TURRET_PLAYER.PK3

    Let say the server is running AI turrets...

    BASE:

    FSF.PK3

    (TURRET_PLAYER.PK3) delete me

    VADER-TIE_IMP.PK3

    B-WING_REB.PK3

    FOLDER(bonus_ships_imp)

    VADER-TIE_IMP.PK3

    SLAVE-1_IMP.PK3

    FOLDER(bonus_ships_reb)

    B-WING_REB.PK3

    Y-Wing_reb.PK3

    FOLDER(Turret_variants)

    (TURRET_EXTREME_MODE_A-I.PK3) copy me

    TURRET_PLAYER.PK3

    Now simply paste the copied pk3 into base folder...

    BASE:

    FSF.PK3

    (TURRET_EXTREME_MODE_A-I.PK3) paste me here

    VADER-TIE_IMP.PK3

    B-WING_REB.PK3

    FOLDER(bonus_ships_imp)

    VADER-TIE_IMP.PK3

    SLAVE-1_IMP.PK3

    FOLDER(bonus_ships_reb)

    B-WING_REB.PK3

    Y-Wing_reb.PK3

    FOLDER(Turret_variants)

    TURRET_EXTREME_MODE_A-I.PK3

    TURRET_PLAYER.PK3

    Lets say you want to switch to the Y-wing...

    BASE:

    FSF.PK3

    TURRET_PLAYER.PK3

    VADER-TIE_IMP.PK3

    (B-WING_REB.PK3) delete me

    FOLDER(bonus_ships_imp)

    VADER-TIE_IMP.PK3

    SLAVE-1_IMP.PK3

    FOLDER(bonus_ships_reb)

    B-WING_REB.PK3

    (Y-Wing_reb.PK3) copy me

    FOLDER(Turret_variants)

    TURRET_EXTREME_MODE_A-I.PK3

    TURRET_PLAYER.PK3

    Now simply paste the copied pk3 into base folder...

    BASE:

    FSF.PK3

    TURRET_PLAYER.PK3

    VADER-TIE_IMP.PK3

    (Y-Wing_reb.PK3) paste me here

    FOLDER(bonus_ships_imp)

    VADER-TIE_IMP.PK3

    SLAVE-1_IMP.PK3

    FOLDER(bonus_ships_reb)

    B-WING_REB.PK3

    Y-Wing_reb.PK3

    FOLDER(Turret_variants)

    TURRET_EXTREME_MODE_A-I.PK3

    TURRET_PLAYER.PK3

    You can NOT have the b_wing and y_wing or vader_tie and slave_1 in the base at the same time, only one bonus ship for a side (reb or Imp) and you MUST always make sure you have the same turret set up as the host but once again your bonus ship is your choice.

    The map is FFA TFFA and CTF.
    The map does come with a basic bot support
    Bots do not fly

    Good luck and have fun.

    88 downloads

       (0 reviews)

    1 comment

    Submitted

  18. Jedha City

    This is a re-upload of a map made by PyroTechnics. As he has since retired from the modding community, don't expect any official updates and support.
    *********************************** 
    Jedi Knight: Jedi Academy 
    *********************************** 
    TITLE: Jedha City 
    AUTHOR: PyroTechnics
    FILENAME: mb2_jedha.pk3 
    FILESIZE: 36.270 kb 
    DATE RELEASED: 11th of November 2020 
    CREDITS: George Lucas/ Raven, and any people that worked on the game, and stories.
    --------------------------------------------------------------------------------
    INSTALLATION INSTRUCTIONS:
    Install the pk3 file in your MBII folder... 
    \Jedi Academy\GameData\MBII
     
    --------------------------------------------------------------------------------
    DESCRIPTION: 
    This is the FFA version of Jedha City.

    Here is the original readme:

    Hey guys, I made a map based on Rogue One's Jedha City for the Moviebattles 2 mod.

    If you want to play this map you need to have the Moviebattles 2 mod installed for JK3.

    Download Moviebattles 2

    The objectives for the rebel team is that they have to hack the imperial occupier tank, The Imperials have to defend it.
    The rebels have a rooftop advantage, the Imperials a ground advantage. 

    All the textures, models, map and FA are made by me.
    This music is a custom mix from the movie soundtrack to suit the 5 min rounds.

    I recommend a fast pc that can handle high fps, and haven't had any feedback from any one conserning performance, but it should be doable for a modern pc. 
    I hope you can play this without any errors, because I'm not planning to support this project any further in the future. It was fun making it, and I hope you enjoy it.
    See you when I see ya,

    PyroTechnics.

    --------------------------------------------------------------------------------
    BUGS: 
    *few patches not fitting properly, 
    *some z-ing at the connection points of curved patches,
    *some fps issues on older pcs.
    --------------------------------------------------------------------------------
    COMMENTS: 
    No hidden areas or death pits this time.

    --------------------------------------------------------------------------------
    Beta Testers:
               
                    *None

    151 downloads

       (1 review)

    1 comment

    Updated

  19. SpongeBob Squarepants

    Author: unknown (if you are the author or know who the author is, please let staff know)
    This is a very old model of Spongebob that has circulated among the JKA community for decades but as far as we know, was never publicly released on JK3Files or JKHub. It's possible it was from pcgamemods. The author is unknown, so if you are the author, please reach out to JKHub staff to give you credit.
    It now has bot, team, and NPC support. There are 2 NPCs, one good and one bad, depending on if you want to fight him or alongside him.
    /npc spawn spongebob
    /npc spawn spongebob_bad
    -===================-
    -!|!-  CREDITS  -!|!-
    -===================-
    @Circa for NPC support, bot edits, team support and sound fix
    @disneyaintcanon13 for bot support and upload
    -========================-
    -!|!-  INSTALLATION  -!|!-
    -========================-
    Put the pk3 in the base folder of your Jedi Academy GameData directory (Jedi Academy/Gamedata/base)

    182 downloads

       (1 review)

    5 comments

    Updated

  20. Max Payne

    This is the ported Max Payne character model from the 2001 video game 'Max Payne'.
    Installation:
    Put the maxpayne.pk3 in the base folder.
     
    Sounds: No
    Bot support: No
    Team support: No
    NPC support: Yes (npc spawn maxpayne)
     
    Author: Unknown

    165 downloads

       (0 reviews)

    2 comments

    Updated

  21. Grand Apathy

    Author: Jagged Cougar (Brandon) of Clan Apathy (Ca)
    File Name: Grand_Apathy.pk3
    File Size: 33.5 MB~
    Date Released : Nov 16, 2010
    Special Thanks: Clan Apathy for waiting so long for this map. HQTZ, aka Boddo, for his patience teaching me things and testing help. All the "beta" testers over the last year or two.
    Credits : Boddo and his awesome shaders. <JS> Vouksh of jk2files.com for the Master Sword model of his Link Sword Mod (v3.1) pack. SithMasteR555's SwordMod (v2). Various authors of hi-res n64 texture packs from emutalk.net. Google.com!
    Description : My first map ever released, and the first official clan map for Ca. I've noticed that even the best looking maps get old quick, so I designed Grand Apathy with longevity and practicality as a focus. The challenges are tough, yet fun and will add alot of life to the map.
    Comments: I hit the entity-limit with this map. Because of that, I was unable to add some additional triggers and stuff around the map, was unable to completely finish the admin wing, and was definitely unable to make the 3-4 additional rooms/challenges I had planned (GRAND Apathy indeed!). Other than that, the 10-year-old N64 fan in me had a fun time making this map, and it was a wonderful learning experience. I think I have now acquired a good technical know-how in mapping, that's for sure.
    Technical: 8235 brushes. 1633 entities (1259 light). Compiled with -light -fast -filter -super2 -bounce8. Sorry, no -samples on this one. I actually worked on about 3 different versions of this clan map before scrapping them all and finally ended up piecing together the rooms into this monster. Done over the course of 2 1/2 years taking months long breaks between 3-7 day mapping spurts. Guestimated worktime: 150+ hours.
    How to Install : Put the Grand_Apathy.pk3 in your GameData\base game folder. Start JK2 and put "/com_hunkmegs 128" in the console then restart the game. Now enjoy the map!
    Map Information
    New Textures    : yes
    New Music    : yes
    New Sounds    : yes
    New Models    : yes
    Game Types    : ffa, tffa, duel

    80 downloads

       (0 reviews)

    1 comment

    Updated

  22. BobaFett's Ultra Utility v3

    This program is basically obsolete by today's standards, but it provides a few unique features not found in modern clients like entity positioning which is essential for clever entity mods. The original website this was available on is now down. This upload is to help preserve a key part of JKA's history while also providing the tool to use even 20+ years later. Note: this is not compatible with OpenJK natively. It runs on jamp.exe.
    Boba Fett's Ultra Utility is a utility with many tools and features designed to enhance the gaming experience and providing new abilities. Note: Ultra Utility, since it runs alongside Jedi Academy, needs a decent system to run properly. So trying to run it on older pc's or laptops may result in performance issues.

    One of the primary components of Ultra Utility is its kill tracker. This system allows you to keep track of your kills, deaths and much more. There are, of course, other kill trackers around, but none are as advanced as Ultra Utility's KT, as it keeps track of the players that killed you (or that you killed) with their 'KT profile', it tracks weapons used to kill/die, bots and humans are tracked separately, long names are supported, all languages are supported (the kill tracker is fully language independent, as it does not use console messages for the tracking), and even CTF stats are tracked. And of course you can set your own kill messages.
    Now, not everyone likes kill trackers. Therefore the kill tracker is just a component of Ultra Utility and can therefore be turned off at will. For the people that like special duel music, you can set a special song that should play once you enter a duel.

    Next there is a media player, powered by FMOD, supporting many file formats (see features). This way you can listen to your favorite music while chopping up people with your lightsaber. To make things more interesting, Ultra Utility provides an equalizer, several sound effects and the ability to change the playback speed to make the music sound better or just for the fun of it (chipmunks ^_^). The media player supports multiple playlists so you can easily group your music and switch playlists on the fly in-game.

    Ultra Utility uses the classical 'KT' command system, meaning it uses commands prefixed with ! (exclamation mark). Unlike normal KT's, Ultra Utility does not only support commands typed in chat, but also commands typed in the console! Likewise, you can also bind UU commands or put them in scripts (.cfg), as they act like real JA commands.

    The command responses can be set to appear in the console, in private chat (sent to you) or public chat (not recommended unless you're sure the server admins don't mind) A thorough list of commands can be found in the manual, or you can use !help for command information in-game.

    One of Ultra Utility's special features, which is one of the things that makes it unique: The in-game menu.
    This is a menu system that uses the console to display itself (by overriding it). In this menu you got access to predefined messages (so you don't have to waste keys), broadcast messages (ampsay messages, currently only JA+ is supported), emotes, rendering options (the things that do not appear in the options screen ^_^, including a few 'cheat-protected' settings), server info, player info (with homing system), media player info, download manager (to download specific files from the server, if the server allows downloads), a palette editor so you can change the RGBA combinations of the color code (this is client-side only though), player data monitor (so you can see your information such as health/armor, rewards (leftover from JK2, but they work!), inventory, weapons, force powers, position.. etc), and the JA-GPS (live position and movement information about yourself).
    Starting the menu is done by pressing a hotkey (ctrl-numpad / by default). The menu itself is controlled using keys, every entry has a key linked to it, just press the key to perform a certain action (open a menu, display a message, change a setting, etc). Closing it can be done by pressing the X key (back) in the main menu or by pressing the hotkey again. When the menu is closed, Ultra Utility will recover the console fully.

    Next in line is the Favorite server list. This feature allows you to keep track of your favorite servers, see who's playing, check the server settings and join it on the fly at any time. Further more it allows you to use rcon on any server in your list (of course, as long as you have the rcon password). Ultra Utility's rcon feature is the one of the only ones with support for 'multi-word passwords'. Ultra Utility's game launcher lets you specify which mod to load on startup, and which server to connect to (if any), so you can be on any server you like with any mod pre-loaded on the fly!

    Then there is a nice feature for people who run clans: the clan manager. Now don't be fooled by the name, it is simply a place where you can store information about your clan, such as the server and website, ranks, members, clan wars (TFFA's), and more. You can optionally export the clan manager info and share it with clan members (who also have Ultra Utility).

    Ultra Utility also contains a minimizer (with resolution changing support!) which can be activated either by command (!mini) or by a hotkey.

    Ultra Utility allows you to set hotkeys for certain tasks, such as the in-game menu and minimizer (as said above), but also for media operations (play/pause, stop, next, previous). This way you don't have to spam the !next and !prev commands to switch songs, but simply press the hotkey instead.

    Furthermore you can make Ultra Utility remember stuff for you by setting reminders (it basically works like a note block), so you don't need to have pen and paper around if you need to write something down. You can also set 'allies', which will be greeted when they enter the server you're in, and will get alternative kill messages (if specified).

    For the people that modify maps (either using BSP editing techniques, or lugormod/makermod), Ultra Utility provides many commands to make things easier. Ultra Utility can show entity information (and a lot of it), list entities in the current snapshot (as well as the amount), search for entities using a certain model, effect or sound, or give info of the entity you're aiming at. Furthermore Ultra Utility can be very helpful if you're trying to place brush entities, as it can calculate the origin you need to specify to move a certain bmodel (*xx) to its target location (with rotation optionally)

    Ultra Utility allows you to change your chat messages, either by changing their color, or by applying a style to them (a prefix and suffix). So you can type in your preferred color (non-green) or add some fancy things to your chat messages. (Note: this only works for public chat messages and only if they're typed using the chatbox itself, /say commands are not styled)

    Ultra Utility also provides a terminal so you can easily change the settings, check out your media info and view your KT stats on the fly using a UI plug-in (requires a pk3 which can be downloaded from the website)

    And last but not least (in this summary) is the skinning system. If you like to give Ultra Utility a personal touch, you can change the looks of the main window using the skin creator, or download skins created by others.

    This and more awaits you in Ultra Utility v3 (Beta 16)
    Changes and features in Beta 16:
    Highly advanced kill tracker Long name support Support for every language, including mods (Language independent) Does not rely on the console for its information, and can therefore not be faked Weapon statistics are tracked Kill stats for humans and bots are tracked separately Suicides are tracked Team kills and team deaths are tracked Vehicle kills are tracked Duels are tracked Support for non-standard duel ends (duel separation, a player joins spec/disconnects, etc.) CTF stats are tracked Customizable kill messages, with support for ordinal numbers (xxth) 3 Message modes: Off, Private chat and Public chat Player stats are tracked and can easily be viewed, sorted, etc Can be turned on and off at will Advanced media player Formats supported: WAV, MP2, MP3, OGG, WMA, AAC, ASF, AIFF, MOD, S3M, XM, IT and MIDI Supports the import of M3U, PLS and WLP playlists 10-band equalizer with 18 presets Support for multiple playlists Add directories, with subdirectories included if you want (uses high-speed file scanner) CD-player Internet radio support Zero-Latency Sound Effects: Pitch Shifter, Low pass, High pass, Reverb, Distortion, Echo, Flange and Chorus Ability to change playback rate/frequency Analysis (Oscillators, spectral analysis, volume meters and voice print) In-game menu system Complete menu system featuring the following menus: Messages Broadcast messages (JA+ only at the moment) Emotes (Base/JA+ only at the moment) Team chat selector (JA+ only) Profile selector Rendering options - including: Basic cg_ and r_ settings Void color, white walls, global light, etc Wireframe and normals (fully functional) – available unless the server denies the usage of them (see below) Ability to unlock camera commands (cg_thirdpersonxxxx commands) Ability to unlock weather control (r_we) And more.. Server Information Player Information (+ homing system) When using the homing system, the targeted player is highlighted to make him/her easier to see Media player (+ overlay mode) Palette editor Download manager Player data monitor JA GPS And custom menus which you can create yourself Displayed and operated in the console Operated by the A-Z keys Fully restores the old console state when closed Can be activated using a hotkey or a command Can be turned on and off at will Advanced command system All commands use the classic ! (exclamation mark) prefix Commands are fully registered in-game and can be used in the console, binds, scripts, etc. Commands can be typed in chat (like classic kill trackers) Commands work properly when using chatstyles (see below) Response messages use a color scheme of 4 colors (which can be modified at will) Command responses have 3 message modes: Console, Private chat and Public chat Immune against faked commands (copying someone’s name and typing a command) Favorite server list Get server info easily (settings, players, allowed force-powers/weapons, etc) Send RCON commands easily (password is remembered per server ) RCON supports ‘multi-word’ passes Allows you to join a server on the fly with the right mod pre-loaded Allows you to give server ‘nicknames’ so you can address them in-game using commands (to query or join) You can add servers to the list in-game using commands (either the current server or with a specified IP) Clan manager Write down information about your clan, the website, the server, etc Keep track of members, clan wars (TFFA’s), new promotions, new recruits and more Export the clan manager data and share it with other Ultra Utility users in your clan Protect the clan manager data against editing by setting a password (if you want to share it for example) Duel Music Play your favorite tune while you’re dueling Can be to only play if you were already listening to music (in case you simply don’t want to hear music for the time being) Can be enabled and disabled in duel without mess-ups Allies Create a list of allies (friends) Set up a welcoming message for your allies/friends Set up custom kill/death messages for allies/friends Reminders Useful to store a message you want to remember, think of it as a notepad Console monitor Console content display (fully colored) Ability to send commands to the console Lets you chat while your game is minimized With optional (UU): prefix so people know you’re minimized Ability to log the console to a file Minimizer Lets you minimize Jedi Academy any time you like If the desktop resolution differs from your game resolution, the minimize will automatically correct it (unless you tell it not to) Jedi Academy Launcher Launch Jedi Academy on the fly Preload any mod you like Connect to any server instantly Add your own custom command-line options If you get to the launcher though the favorite server list, the mod and server IP will automatically be set properly Hotkeys Set up hotkeys for: In-game menu on/off Ultra Utility on/off Media commands (play/pause, stop, next song and previous song) Minimizer Terminal Playtime tracker Keep track of the amount of time you’ve been playing Jedi Academy (with Ultra Utility running) Comes with 2 counters, a global and a session counter, so you can track your playtime during a certain period without losing the overall count Chat coloring and chat styles Chat coloring lets you chat in any color you wish (from ^0 to ^7) Chat styles let you add prefixes and suffixes to your chat messages Chat colors and chat styles are only applied on public chat that is spoken though the chat box (Y key by default), not messages said though the console or team/private chat (to prevent issues) Entity information commands Designed for map modders (BSP editing, lugormod and makermod users alike) and anyone else who’s interested in entities List all entities (of a certain type)(within a certain range) Get extended information about a specific entity Locate entities by model, effect or sound Get a full listing of bmodels and their bounds and midpoints Handy bmodel origin calculation commands (just specify the bmodel and the position you want to move it to (and optionally the angle), and Ultra Utility will calculate the origin to specify) Get a listing of all shader remaps currently applied Ability to invoke a trace (check what you’re aiming at) and get trace results (with surface info) and optionally entity info Terminal UI Add-on (requires you to install a pk3 in order to be able to use it) Lets you change Ultra Utility settings on the fly Get a live view of media info Get a listing of all your KT stats (human and bot stats) Open the in-game menu with a single click HUD Add-ons Lets you display information on-screen Media Add-on: Displays the current song, index, playlist, position, playback speed, equalizer settings, etc on screen Kill Tracker Add-on: Displays live KT stats on screen (both human and bot stats) If you aim at a player, his KT profile will be shown (how many times you kill him/her, got killed by him/her, etc.) Entities Add-on: See the amount of entities in the current snapshot real-time Get information of the entity you’re aiming at (if any) Get the aiming point coordinates and surface normals real-time Game integration system Stealth console communication system Messages sent to the console do not appear in the prompt (as it does with other similar programs) No message sent will appear in the command history Chat styling controller Allows the chat coloring and styling (see below) to work without having to send keystrokes to the game Snapshot processor Enables Ultra Utility to get full snapshot and entity information, display entity information and it’s used as the information source for the kill tracker Com_PrintF hook Enables Ultra Utility to get the contents of the console with full color coding, allowing it to display full color coding in the console monitor and recover the console (after using the in-game menu) properly Text overlay system Allows Ultra Utility to display text on screen (currently only used by the HUD Add-ons system Command registration system See ‘Advanced command system’ above Silent mode While this mode is in effect, no messages are shown in public chat (native Ultra Utility messages that is). This also counts for the advertisement line, so if you wish to disable it, enable silent mode. Navigation system / Tracking device Allows you to easily find certain locations using Ultra Utility’s guidance system Can be used to guide you to specified coordinates or to track the location of certain players Restriction system Allows servers to block certain functions which can be abused Works with 3 cvars set server-side (using the sets command) Allows servers to restrict the following: Hide the origin of certain specified models (origin gets shown as ???) Hide the presence of ‘hidden’ players (no entity info available, and the homing device cannot target them) Disable the use of Ultra Utility’s tracking systems (navigation system and homing device) Disallow ‘wall-hax’-like rendering options (wireframe and normals) Force Ultra Utility to use silent mode (even if the user has it disabled) SP Shield replacement Lets you replace the MP shield (green shield bubble) by the SP variant (comparable to force absorb, graphically) Only applies to protection bubbles, not damage JA+ crash fix Ultra Utility automatically patches a "bug" in Jedi Academy that often causes JA+ to crash shortly after joining a server (or after a map change) Get weather forecasts in-game Skinning system Lets you create your own skins for Ultra Utility’s main interface Skins are to be created with the skin creator (included) Skins can change the background image of the skin, the colors of the interface components and the hit zone locations: the drag bar (to drag the window around), minimize button and close button Skins can be password protected to prevent them from being edited in the skin creator (these passes have no effect on Ultra Utility itself) Ultra Utility contains a skin manager with a list of all installed skins (skins must be placed in the /skins directory) with live preview  

    341 downloads

       (0 reviews)

    1 comment

    Submitted

  23. No Limits Mod

    Title : No Limits Mod
    Author : Akira

    File Name : knsnolimits.pk3
    Date Released : 20/02/03

    Description :
    This mod makes all weapons plant and fire extremely quickly. It
    also removes the limitations of mine planting, you can plant as
    many as you wish without them blowing up on you. With cheats on
    and with unlimited ammo you can have a blast. Originally made
    for screenshots and demo's for the Knights Of Sith website.
    ________
    |Features|
    ----------------------------------------------------
    | v1.0: |
    | * Every gun shoots extremely quick. |
    | * No limit on the mines you plant. |
    | * Mines will only blow by an explosion. |
    | * Detonation packs don't explode when |
    | overlapped. |
    ----------------------------------------------------
    ____________
    |Installation|
    ----------------------------------------------------
    | Extract knsnolimits.pk3 from the zip file and |
    | place in /jk2directory/gamedata/. Make sure "Use |
    | paths" or "Use folder names" is ticked. This will |
    | ensure that the file is extracted to |
    | gamedata\Nolimit directory. Alternatively you can |
    | make a directory in the gamedata folder called |
    | "Kns Nolimits" or something else and extract the |
    | file into there. Without paths enabled. |
    | |
    | -:-Note: The mod will not appear in the list if |
    | pk3 file is placed in the wrong directory. Do not |
    | put it in the Gamedata or Base directory. It must |
    | be in a seperate folder in the Gamedata directory. |
    | The foldername doesn't matter but the pk3 files |
    | path should be jk2directory/gamedata/<Folder name>.|
    ----------------------------------------------------

    _______________
    |Running in game|
    ----------------------------------------------------
    | Just start Jedi knight 2 in Multiplayer mode. |
    | In Main menu goto setup then goto Mods in the |
    | submenu and select -<[KnS]>- No Limits from the |
    | list and click apply. Now goto to play in the menu |
    | and select create server. Configure the server as |
    | you see fit then start the game. |
    ----------------------------------------------------

    __________
    |Known Bugs|
    ----------------------------------------------------
    | * Game crashes when too many mines are |
    | planted due to too many entities. |
    | |
    | * Tripwire dissapears from newly |
    | planted mines after about 250 are |
    | planted. Again due to too many |
    | entities. |
    ----------------------------------------------------

    ______________________________________________________
    Enjoy our Mod! 🙂
    -<[KnS]>-Akira

    71 downloads

       (0 reviews)

    6 comments

    Submitted

  24. Cartoon HUD

    ***********************************
    Jedi Knight: Jedi Academy
    ***********************************
    TITLE: Cartoon HUD
    AUTHORS: Last Wish and Darth Cariss
    E-MAIL: darthcariss(a)hotmail.com and eivind_n_haugen(a)hotmail.com
    FILENAME: Cartoon Hud.pk3
    FILESIZE: 99.0 kb
    DATE RELEASED: 14 Oct 2006
    =================================
             CREDITS
    =================================
    LAST WISH :
    For the Design and graphics.
    DARTH CARISS :
    For the HUD ui and rigging it all to work in game.
    ===================================

    INSTALL: Just put the pk3 inside your GameData/base Folder
    DESCRIPTION: This is a fully different hud, It's supposed to be a cartoon hud that
    is fully different than the orignal JA hud.
    BUGS: What the .. None!
    COMMENTS: A new fresh Cartoon Hud
    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.

    61 downloads

       (0 reviews)

    0 comments

    Updated

  25. JK2MV

    JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations.
    Main Features:
    Supports 1.02, 1.03 & 1.04 in a single executable Supports most mods made for JK2 (maps, skins, (code)mods etc.) Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer Multiplatform: Windows, Linux, MacOSX Multiarchitecture: 32 and 64 bit support on all platforms Fixes for major bugs found in basejk and many mods Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA EAX/OpenAL sound fixed Support for modern screen resolutions Fixes for all known security bugs Minimizer: Press the Windows key in fullscreen mode to minimize. Press Alt+Enter to quickly switch fullscreen mode Improved gamma correction High resolution fonts AVI demo recording MVAPI allowing mods to implement features impossible with original JK2 engine Tons of other fixes and improvements in the engine, see the changelog for detailed information Opensource (GPLv2) JK2MV.org

    1,670 downloads

       (0 reviews)

    0 comments

    Updated

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