Jump to content

JKHub

Staff Account
  • Posts

    609
  • Joined

  • Last visited

Files posted by JKHub

  1. 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

    60 downloads

       (3 reviews)

    2 comments

    Updated

  2. The Academy v3

    Author
    Virtue
     
    Official Map of the Jedi Academy (http://www.thejediacademy.net).
     
    The third map in my "The Academy" series.
     
    It's basically a heavily modified and updated version of the_academy_v2, most of the things that were in v2 are in v3, except they either look different and/or have been upgraded.
     
    This new version includes:
    A Dueling area with three seperate rooms for dueling or sparring.
    A main courtyard area for spawning and hanging out - the most central area of the map.
    A "classroom" fit to cater for most, if not all of the Classes held at thejediacademy.net
    An NPC sentry droid room which is good for practicing aerial attacks or riposite blocking.
    A lobby area containing a few of the combo pads from the last map to help people teach/learn combos.
    A "pit" room where people can duel or FFA in an area where movement is restricted and one wrong move can mean certain doom.
    A large outdoor area which can be used for pretty much anything, a lush environment that can be just as deadly as it is tranquil.
    An underground bunker area which is perfect for either all-out-battles (very gunner-friendly) or stealth tactics.
    An administration area accessable only through the Jedi Academy's JAE mod's teleportation abilities. The area overlooks the main courtyard, has a private training room and a control room to lock/open various public areas of the map.
    A "Garden of JA Fame" area paying hommage to many of the great people who have walked the halls of thejediacademy.net. The area also serves as a memorial to a dear friend of ours named Vladarion, who tragically died in a car accident over Christmas 2003.

    RIP Vlad, we miss you buddy!
     
    Go here for more info on Vladarion: http://www.thejediac...page.php?f_id=5 - Compiled by Bail Hope of Belouve
     
    I would like to thank everyone in the entire JK3 community who have been waiting for this map, for your seemingly infinite patience. I'm sorry that it has taken this long for the map to be released and I hope that you won't be dissapointed. The map is built to cater specifically to the Jedi Academy, but I cannot ignore the huge amount of positive feedback I have either recieved, or heard about, so this one goes out to all of you guys.
     
    You all rock my socks!
     
    Thank you for taking such an interest in the maps, big love! <3
     
    Install: : Unzip the *.pk3 file into your GAMEDATA/BASE folder

    11,041 downloads

       (9 reviews)

    7 comments

    Updated

  3. 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.

    23 downloads

       (1 review)

    0 comments

    Submitted

  4. 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

     

    22 downloads

       (1 review)

    0 comments

    Updated

  5. Escape: Yavin IV

    ORIGINAL AUTHOR: DARROW LINDER
    This is a new single player mission for Jedi Academy. It utilizes models, skins,
    and saber models that I found interested from the jk3files.com over the past
    year or so. The bits posted by other authors have been stripped down to their
    bare minimum, to keep the size of this mod down as much as possible.

    Some highlights:
    - New and different opponents / challenges in each level of the game
    - Custom SP maps (13 in all including 2 bonus and 1 cinematic level)
    - Custom missions with helper NPC's
    - Custom menus including saber descriptions
    - Custom saber models
    - Custom saber abilities
    - Custom sounds and sound effects
    - Custom music
    - Custom visual effects
    - Custom weapon effects
    - Custom skins
    - Custom cinematics (almost an hours worth throughout the game)
    - Custom HUD
    - Custom objectives (43 in all)
    - Secret areas included in nearly all the maps
    - Powerful sabers and force abilities from the beginning
    - Several opportunities to upgrade / replace your sabers
    - Over 20 new opponents with varying levels of difficulty
    - Approximately 10-14 hours of challenging game play

    A walkthrough is provided in GameData/escape when you install the mod.

    This mod is hard -- much more difficult than JA -- but very playable. So if
    you pick this up, expect something more challenging than what you're used to.

    Installation:
    -------------
    To install this map, extract the contents of the ZIP file into the 'GameData'
    folder of your Jedi Academy install directory. Double-click the batch file in
    the GameData folder and you're on your way.

    ************************************************
    PLEASE USE THE BATCH FILE TO LAUNCH AND RUN JA WITH THIS MOD
    PLEASE DO NOT USE WITH ANY OTHER JA MODIFICATION
    ************************************************

    To un-install, simply remove the 'escape' folder and the .bat file from your
    GameData folder in your JA install directory.

    Story:
    ------
    This starts out pretty much where Jedi Academy left off. It assumes you chose
    'the dark side', stole the scepter, and went on your way of domination. Because
    of your dark ways, what was left of the imperial and rebel forces were destroyed
    by bands of cultists and other dark jedi.

    A powerful Sith gathered followers (called loyalists) and made a deal with you.
    Hand over the scepter, or die. Your life was spared, but the scepter is now in
    the hands of the Sith. He threw you in prison cell buried in the rugged mountains
    on the planet moon of Yavin to rot. Your force powers faded as the sith
    dominated planet after planet. You home is the last to be overthrown.

    In a deperate attempt to contact you, the queen from your home planet used her
    telepathic ability to send you a message. Your force powers have faded to the
    point where you can't receive the distress call.

    After years of meditation, you realize the error in your ways and wish to seek
    revenge on the Sith. An accident gives you a chance to escape. And this is
    where story begins...

    Gameplay:
    ---------
    In all, there are 13 levels (1 is a cinematic level only and two are 'bonus'
    levels that give you a chance to upgrade sabers). Each of the levels have
    anywhere from 3-8 objectives that must be fullfilled before proceeding. To
    estimate the length of the mod, from start to finish is probably somewhere
    between 10 and 14 hours. This entire mod is one very long mission broken up
    into 13 maps. The opponents get progressively more difficult (although your
    force powers and your opportunity for saber upgrades keeps the playing field
    somewhat fair) throughout the game.

    One hint: keep a close eye on your cursor for things to push or break -- it
    is sometimes required to continue on with the level. You may want to turn on
    force hint in your config (cg_crosshairForceHint) if you can't work things out.

    Enough said -- you can figure out the rest.
    GAMEPLAY:


    Issues:
    -------
    There really aren't too many issues. I found a few bugs with JA itself. The
    noticable issues include:

    - JA crashes during simultaneous thermal detonator and saber throw effects
    - Saber properties sometimes ignored on restart of JA and loading saved game
    - JA leaks memory (I watched it). These maps are very large, and playing across
    several of the levels (like most of them) for an extended perior of time will
    lead to a decreased frame rate. Restarting JA corrects the problem.
    - Some of the cut scenes and cinematics are a little unstable. Some of the
    sound cuts out part way through and sometimes the NPC don't go to their
    specified navgoals. I don't know, maybe my problem, but they work sometimes,
    sometimes not.
    - There are a couple of brushes with issues. One causes a HoM effect (tiny
    little sliver of a brush in a massive area -- but you have to walk over
    it). A few brushes have some vertex problems, so there are gaps. I didn't
    bother to go back and fix them -- they are hardly noticeable and don't
    impact gameplay. There's close to 85000 brushes in this entire game and
    probably less that 10 with noticable issues.

    That's about all worth noting.

    Credits:
    --------
    The following lists the skins, saber models, mods, etc. that were all put
    together to create this mod:

    Skins:
    ======
    Abbaddon ............................. El Cuko
    Asajj Ventress ....................... Monsoontide and Psyk0Sith
    BPPloKoon ............................ [BP]Plokoon
    Bain Elite v2 ........................ -=SOTG=-Bain_Elite
    Boba Fett ............................ Brian Jones (Bones)
    Darth Maul ........................... mrdefender
    Death ................................ +]Nekroscop[+
    Egor ................................. Unknown
    Howler ............................... Light Ninja
    Knight ............................... Unknown
    Lamasu ............................... Crying Gods Germany
    Maddog JKA ........................... Maddog
    Neo Reborn ........................... Drakkan
    Razchrome ............................ Unknown
    Sabergirl ............................ v2 by Sabergirl
    Samus ................................ Kurtis 'KMan' Smith
    Shinobira ............................ Crying Gods Germany
    Sithress ............................. DarthVengeant
    Soulseeker ........................... Unknown
    Swoop Racer .......................... Nick Aikenhead (Kahn)
    Witchblade ........................... {EJA}DarthVengeant{S}
    Xian ................................. Unknown

    Sound Effects:
    ==============
    Enhanced Saber Sounds ................ Aryyn

    Saber Models:
    =============
    Light Disc ........................... Wolrajh/Xantcha
    Eclipse Saber ........................ +POO+Sigma
    Dual Lightstaff Sabers ............... Red Sith
    X-Saber .............................. Jon Hill
    Desann Saber ......................... CHoSeN ONe
    Skywalker Saber ...................... CHoSeN ONe
    Reborn Saber ......................... CHoSeN ONe
    Majestic Sai Staff ................... Tiri
    Punisher ............................. Darth Khan & Lord G-Spot
    Imales ............................... IMALES (Damir Berkovic)
    Darth Maul ........................... Unknown

    Weapons:
    ========
    Rocket Effects ....................... Rhinen
    Concussion Effects ................... Spector
    Disruptor Effects .................... Spector

    Interface:
    ==========
    Menu Tutorial ........................ Red Sith
    Startup Screen Images ................ http://www.geocities.com/Area51/Lair
    HUD .................................. Chewy²/Uber Noober²

    Maps:
    =====
    duel_valley (modified and extended) .. Raven
    t3_rift_sample (excerpts only) ....... Raven
    t2_rancor_sample (exceprts only) ..... Raven

    1,435 downloads

       (0 reviews)

    1 comment

    Submitted

  6. Darth Tiras

    Original Author: Slaughter
     
    Description:
     
    I tried to make a Sith Kel´dor with a Uniform kind of look to his clothes.
    The hilt was supposed to fit it´s creator so it´s mainly white aswell.
     
    New Sounds: Yes
    Bot Support: Yes
    Team Support: Yes
    NPC Support: Yes
     
    Credits:
     
    Original Model © by RavenSoft
     
    Original Sounds © by RavenSoft

    1,580 downloads

       (11 reviews)

    2 comments

    Updated

  7. 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

    4,546 downloads

       (0 reviews)

    4 comments

    Updated

  8. NPCTool

    Submitted by Tin Can


     
    After the downfall and purge of the JK2files file database this invaluable tool was unfortunately wiped off the face of the internet
    This is a reupload of the NPCTool utility, provided as is, packaged - I take zero credit for this tool and am uploading it to JKHub with the permission of the only contactable original author Leslie Judge
     
     

    !!!NOTE: This tool is no longer being developed and technical assistance with bugs and glitches can not be addressed



    Please do not e-mail me or the original authors as we will be unable to provide assistance!!!


     

    Original Readme



    =================================================



    NPC Tool v1.0.0.116



    for



    Star Wars Jedi Knight: Jedi Academy



    =================================================


     

    © 2004 by Kal El and Leslie Judge


     
     
     

    Q: What is this?


     

    A: It's a GUI based tool for creating and editing



    NPC's for use in Star Wars Jedi Knight: Jedi



    Academy. It has pk3 support, checks for errors



    and has template features. Check the help file



    for more detailed information on the program's



    features.


     
     

    Q: Why should I use this? Isn't creating NPC's



    easy?


     

    A: It might be easy for you, but not everyone is



    as talented as you
    . Even Raven made some


    mistakes in their NPC files. This tool should



    make it even easier and stop you from making



    any mistakes.


     
     

    Q: How do I install it?


     

    A: Unpack the NPCtool directory anywhere you want



    and doubleclick NPCTool.exe to start the



    program. The tool will ask you to specify the



    location of the Jedi Academy base directory.



    If you don't have Jedi Academy installed, you



    can't run the program.


     
     

    Q: How can I use it?


     

    A: Once the program is running press F1 or select



    Help from the Help menu.


     
     

    =================================================



    Feedback & Contact information



    =================================================


     

    Kal El: kal_el23@hotmail.com



    Leslie Judge: birolaszlo@hotmail.com


     

    Make sure you put "NPCtool comment" into the



    subject, so we can find your mail through all the



    spam. Also make sure that your comments are in



    understandable english.


     

    If you can't figure out how to use the program,



    let us know. Even if you like the tool and have



    nothing negative to say about, let us know. Every



    little bit helps.


     
     

    =================================================



    Credits



    =================================================


     

    During the development I used materials made by



    another persons.


     

    For PK3 file support I used TZip by Angus Johnson



    which uses the ZipDll.dll and UnzDll.dll by



    Eric W. Engler.


     

    For TGA support I used GraphicEx by Mike Lischke.


     

    See the other readme files in the Readmes folder



    for details.


     

    Other credits can be found on the Credits page of



    the Help file.


     
     

    =================================================



    Legal disclaimer



    =================================================


     

    A user of this software acknowledges that he or



    she is receiving this software on an "as is"



    basis.



    The user further acknowledges that any use of this



    software will be at the user's own risk and the



    copyright owners accepts no responsibility



    whatsoever arising from the use or application of



    the software.


     

    !!!NOTE: This tool is no longer being developed and technical assistance with bugs and glitches can not be addressed
    Please do not e-mail me or the original authors as we will be unable to provide assistance!!!


    2,701 downloads

       (9 reviews)

    5 comments

    Updated

  9. 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

    41 downloads

       (0 reviews)

    0 comments

    Updated

  10. EffectsEd

    This is the EffectsEd utility provided with the Jedi Academy SDK. It is used to create the EFX files that provide the visual effects for many of the games weapons and environments.
     
    DISCLAIMER:
     
    PLEASE READ THIS DISCLAIMER CAREFULLY BEFORE INSTALLING OR USING THE BINARIES AND ASSETS. IF YOU DO NOT AGREE TO BE BOUND BY THE TERMS OF THIS DISCLAIMER, DO NOT INSTALL OR USE THE BINARIES AND ASSETS. These binaries, assets and source code are released by Raven Software Corporation ("Raven") as a non-supported product. Since these binaries and assets are a non-supported product, neither Raven's, nor LucasArts Entertainment Company LLC's ("LucasArts") nor Activision Inc.'s ("Activision") respective technical support centers can answer or help with any issues you may encounter with this release or these binaries and assets. These assets and binaries have received minimal developer testing and may crash your computer or cause other undesirable effects! Raven, LucasArts and Activision make no representation or warranty to you of any kind regarding these assets and binaries or your success in using them. You expressly acknowledge and agree that your use of the assets and binaries is at your sole risk. The binaries and assets and any related documentation or materials are provided "AS IS" and without warranty of any kind. RAVEN, LUCASARTS, AND ACTIVISION EACH EXPRESSLY DISCLAIMS ALL WARRANTIES, EXPRESS AND IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. RAVEN, LUCASARTS AND ACTIVISION DO NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE BINARIES AND ASSETS WILL MEET YOUR COMPUTER'S SYSTEM REQUIREMENTS, THAT THE OPERATION OF THE BINARIES AND ASSETS WILL BE UNINTERRUPTED OR ERROR-FREE, OR THAT DEFECTS IN THE BINARIES AND ASSETS WILL BE CORRECTED. THE ENTIRE RISK AS TO THE RESULTS AND PERFORMANCE OF THE BINARIES AND ASSETS IS ASSUMED BY YOU AND YOU (AND NOT RAVEN, LUCASARTS OR ACTIVISION) ASSUME ANY OF THE COST OF ALL SERVICING, REPAIR AND/OR CORRECTION. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
     
    UNDER NO CIRCUMSTANCES INCLUDING NEGLIGENCE SHALL RAVEN, LUCASARTS OR ACTIVISION, OR THEIR RESPECTIVE DIRECTORS, OFFICERS, EMPLOYEES, LICENSORS OR AGENTS, BE LIABLE TO YOU FOR ANY INCIDENTAL, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES (INCLUDING DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOST DATA, LOSS OF BUSINESS INFORMATION, AND THE LIKE) ARISING OUT OF THE POSSESSION, USE, OR MALFUNCTION OF THESE BINARIES OR ASSETS, INCLUDING WITHOUT LIMITATION DAMAGE TO PROPERTY AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF RAVEN, LUCASARTS OR ACTIVISION OR AN AUTHORIZED REPRESENTATIVE OF RAVEN, LUCASARTS OR ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR LOSS. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. YOU AGREE THAT THE LIABILITY OF RAVEN, LUCASARTS OR ACTIVISION ARISING OUT OF ANY KIND OF LEGAL CLAIM (WHETHER IN CONTRACT, TORT, OR OTHERWISE) WILL NOT EXCEED THE AMOUNT YOU ORIGINALLY PAID FOR THE USE OF THE SOFTWARE.

    396 downloads

       (0 reviews)

    1 comment

    Updated

  11. 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

  12. Jedi Rift Enclave

    Original Author: Borgking
     
    Original Description:
    About a year ago, I decided to start tinkering around with the SP Map t3_rift,
    not expecting it to go much of anywhere. Well, here I am, a year later; I have converted
    that SP map into a fully usable RPG map, of a Jedi Enclave built into an underground
    fissure. It took me a long time to perfect...many of the areas went revision after
    revision to get them to their final state.
     
    Uploader's comments:
    This map is intriguingly interesting. I found it very fun and peaceful to play on. This is an excellent made roleplaying map for Jedi Academy. Hopefully many of you have already downloaded this map, but I felt it should be uploaded here anyways. There are plenty of areas to search and get lost in as well as train. This map has been on several RP servers recently so here's the map. There are bugs like missing textures but overall this map is great. It is a re-map of the Rift map but better made. So if you like to get lost this map is for you!
     
    Map Information:
    Bot Support: No
    New Textures: Yes
    Secrets: Yes
    New Music: No
     
    Author: Borgking
    Credits: located in readme
     
    Note: I was unable to contact the author as the email was sent back with an error.
     
    Uploaded by:


     
    Original author may contact the staff
    here if they wish this file to be removed.

    1,574 downloads

       (6 reviews)

    7 comments

    Updated

  13. Star Wars Communication Force

    "Star Wars Communication Force" is a mod for "Jedi Outcast" made by "Nazar Design Group" back in 2003 (before JA came out). This mod provides you to take control on Mark Pride - a Jedi Student in the Jedi Academy, who is sent on important mission: find out what new kind of weapon against New Republic was invented by Remnant forces. This mod includes 13 new maps, which connected by plot.
    This mod is on russian language. So, if you don't know that language and still want to play, I suggest you to read story here on "JKHub wiki" after you complete walkthrough: https://jkhub.org/wiki/index.php/Communication_Force#Story
    -Installation-:
    Just put "ComForce" directory in your "GameData" directory of JO and launch it from "Mod" menu in setup(menu will be on english, but gameplay - on russian).
    -Deinstallation-:
    Delete "ComForce" directory from "GameData" directory of JO.
    -Warning-:
    While playing "ComForce" you can meet glitches that weren't in original release. This may happen because mod was released originally as separate game(Yes, "NDG" tried to take some profit from it, which isn't legal) and some original JO assets maybe were modyfied. For example the maps from JO were cut (I've compared unmodified and modified assets of JO, only files that wasn't used in this mod were cut, but there is probability that I forgot to check some of them). So, I just took archives that has new assets for this mod and put them in new directory. Thanks to that you can play this mod only using your copy of JO as it was meant to be sometime.
    -Disclaimer-:
    You can ask me: "Why you have uploaded on JKHub not your mod, without permission and released it not standalone, as the original release was?" Well, some people tried to find this mod for years. I can't get permisiion because the "NDG" and their site are dead for years. And I released "ComForce" as normal mod because the standalone release was made only for one thing: to profit money from fans, without permission from "LucasArts.", which isn't legal as I said above.

    580 downloads

       (5 reviews)

    5 comments

    Updated

  14. Mercenary Kyle

    Author: Infinity Blade


     
    This model and skin is my interpretation of Kyle from
    the game 'Dark Forces'. While it may not fit everyone's vision, I'm happy with
    how he turned out. It has Full LOD's, team skins, bots, and I've also included
    a Single Player conversion pk3.
     

    Submitted by: Barricade24


    4,430 downloads

       (12 reviews)

    17 comments

    Updated

  15. 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

  16. 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

  17. 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

    167 downloads

       (0 reviews)

    0 comments

    Updated

  18. 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

    21,087 downloads

       (1 review)

    9 comments

    Updated

  19. Anchorhead

    Author: Monsoontide
     
     
    This map contains support for FFA, Team FFA, Holocron FFA, CTF, CTY, JEDI MASTER,
    and the hidden game mode SAGA (Which is an objective based gameplay mode for two teams).
    BOT support is included.

    311 downloads

       (1 review)

    3 comments

    Updated

  20. Carrack Light Class Cruiser

    CREATED BY Merrick
    www.merrick-studios.tk
    -------------------------
    The contents of this .zip file should include the following files:-
    Carrack.pk3
    Carrackguide.pdf
    Readme.txt
    Screenshots Folder
    Virquin Promo Screenshots
    -----------------------------
    Quick Info
    -----------------------------
    The actual map file is 21,003 brushes big
    The map features new sounds, textures, music, and vehicles
    The final compile time was around 22 Hours
    The Build time was about 2 months
    -----------------------------
    Installation Instructions
    -----------------------------
    Open your base folder in the Jedi Knight: Jedi Academy Directory
    Eg. C:/Program Files/Lucas Arts/Jedi Knight Jedi Academy/Game Data/Base
    Then drag and drop both the .pk3 files into the base folder
    If you cannot follow these simple instructions successfully,
    I strongly suggest you disconnect your computer from the Internet
    before you harm somebody.
    -------------------------------
    Software and Hardware
    -------------------------------
    Hardware of Compile Machine -
    1.7 Ghz AMD Athlon XP Processor
    512MB SDRAM
    nVIDIA FX5200 128 AGP Graphics Card
    Software Used -
    GTK Radiant v 1.4.0
    Adobe Photoshop CS
    Adobe Image Ready CS
    Acrobat 7.0
    EasyGen Terrain Generator
    Windows Media Player
    Sound Recorder
    ----------------------------
    Credits (will do fine)
    ----------------------------
    Merrick • Mapping, Texture Creation and Modification, Shaders
    His Evil Greatness Jacam Betri • Creator of Droid Veichles, Beta Tester
    Helios • Sound Archivist
    [WP]Maniac • Music Archivist
    Daron Kel • Digital Artist
    Scott Peeples • Mechwarrior 2 Mercenaries Mecharok OC Remix
    Berle • Technical Assistant, Beta Tester
    Simmo • Shader Assistant
    Hyrax • Creative Assistant, Beta Tester
    BabySpinach • Shader Assistance (map-center forums)
    Darth G - Tech Assistance (map-center forums)
    Zertz • Beta Tester
    Welli Ton - Beta Tester
    Alamy Canew • Beta Tester
    Torvan Raiker - Beta Tester
    Enzo Aquarius •Beta Tester
    Magus Vosh • Beta Tester
    Savage (erp) • Input
    Germoc Badron (erp) • Input, Official Sound Stealer
    Watcher (erp) • Input
    Sam Bickley • Input
    Set Harth (rpg-world) • Input
    Jack D (erp) • Input
    Ryuu Hi (erp) • Input
    Helios (erp) • Input
    Arron Dominion (erp) • Input
    Iris Kalamyr (erp) • Input
    Gmoney (erp) - Input
    Arron Wesson (erp) • Input
    Travis North (erp) • Input
    Zac Doeza (erp) • Input
    His Canon•ness Scooter (erp) • Input
    Black Peter Sortengard (erp) • Input, legal advisor: p
    Millen Rouge (erp) • Input
    Talon (erp) • Input
    Jay Ledford (erp) • Input
    Janet Flare (rpg-world) • Input
    Blamj (rpg-world) • Input
    Gojna (rpg-world) • Input
    Jack Keller (rpg-world) • Input
    (you will find more information about the carrack in the Carrackguide.pdf file)

    416 downloads

       (0 reviews)

    3 comments

    Submitted

  21. Homer Simpson Add-on

    Uploaded by: DarthDerpo
     
    Description:
    This is an edited version of the Homer Simpson model released by Marco Fernandez (AKA ArchAngel) for Jedi Outcast.
     
    This version is for Jedi Academy and has some extra features:
     
    Bot support: Yes
    NPC support: Yes (Ally NPC)
     
    Installation:
    Simply extract this .zip file into your gamedata/base folder.
     
    Skins Available:
     
    /default (typical Homer)
    /red (Evil Homer)
    /blue (Farmer Homer)
    /bowler (pin pals)
    /jumper (jail suit)
    /hulk (a must see)
    /pink (of the pink shirt episode)
     

    NPC:
    Bring the console and type in (without quotatios): "npc spawn homer".

    617 downloads

       (10 reviews)

    5 comments

    Updated

  22. UltimateWeapons for JK2

    Author: Kahn D'halaine
     
    This is the JK2 version. If you're looking for the JKA version, click here.
    There are so many changes in this, so I wonʼt remember to mention them all. I can conclude this mod by the words "movie authency" and "enhancement".
     
    Let me quote the intro of the trailer, that Nozy found so descriptive:
     
    "This mod was intended to recreate the look, sound and the very FEELING of Star Wars - something I felt missing in JKA. To accomplish this I put together the best of all weapons mods I found along with my own work, to make a perfect weapons mod. This is: ULTIMATE WEAPONS."
     
    That says pretty much it what this is. The weapons have been altered to resemble the movies (those that are in the movies) or just enhanced, such as the explosions.
     
    Letʼs go for the general:
     
    IMPACT EFFECTS: New impact effects based on the MBII effects, a.k.a. TK-231ʼs Special Effects Mod V1 Base, by TK-231. They are much more movie-like (like everything else, so I
    wonʼt mention that anymore), with lots of sparks, smoke, chunks, lightflashes and all you could ask for. The effect is random, with different sizes, sounds (there are 80 different impact sounds!) and burnmarks (these are brand new!).
     
    EXPLOSIONS: Much bigger explosions with lots of smoke, fire and that stuff accompanied to great sounds! MODELS: Most models have been enhanced by a chrome shader to make them shiny, and a hand shown on the 1st person models (cred to PerfectJamie @ Massassi). Some are brand new (the DFMod models).
     
    ICONS & TEXT: All weapon icons have been remade to show the improved weapons. The text strings have also been altered for some of the weapons - instead of just saying E-11 Blaster Rifle and Thermal Detonator they now say BlasTech E-11 Blaster Rifle and Baradium- core Thermal Detonator.
     
    SOUNDS: Of course the sounds are according to the movies. Hereʼre some extended descriptions:
    LIGHTSABER: The lightsaber blades are my own Ep3-style blades, with the pointed tip. Uses the much more realistic clash effect from OJP and MBII. The sounds are the grinding ones from the classical trilogy, with very good impact sounds and activation/deactivation sounds. The regular saberon is Lukeʼs saber from ROTJ, the saberoff... I canʼt really think of that I heard something different in the first movies. That sound is actually the only thing that has survived from the first version (unreleased) of this mod. The enemy saberon and -off is from Dookuʼs saber, in AOTC and ROTS. The new icon is Obi-Wanʼs saber from ROTS. I also added chrome shaders to the BaseJKA sabers, to update them slightly (I still think theyʼre boring though).
    MELEE: New, improved sounds.
    THE FORCE: Movie-like push/pull and grip sounds (oh, I just got a Dejá Vú), the well-known "Force Rumble". This is best heard using a subwoofer (itʼs shaky!). The effects of these are invisible. The lighting sound is the same as when Dooku blasts Anakin and Yoda in AOTC, with an improved effect; much blueer, electrical-like with lightbeams coming from the userʼs palm. Force Speed sound like if you go into a different form of existance or something like that, that the time is being slowed down. You who have played JK2 will most probably recognize the Sense and Rage sounds as the ambient sounds in the Valley of the Jedi.
    BLASTECH DL-44 HEAVY BLASTER PISTOL: New scope texture, sounds like Han Soloʼs pistol in ANH and ESB.
    BLASTECH E-11 BLASTER RIFLE: Much better models with darker textures, shinier shader, and the sounds... Theyʼre like a dream, from the blasting in ANH.
    TENLOSS DXR-6 DISRUPTOR RIFLE: Looks like itʼs a brand new weapon - shiny! Really nice sounds, effects and a new scope, based on the A280 scope in MBII. The disintegration effect is now a lot of fire and smoke that leaves a pile of ashes for some seconds...
    WOOKIE BOWCASTER: Polished by a furry hand, sounds like Chewieʼs firing in ESB and ROTJ. Red bolts as default, but green is optional.
    IMPERIAL HEAVY REPEATER: Sounds like the repeater in Dark Forces, with its blue bolts. DEMP2: Probably the most polished gun of them all... Much more electrical effects, and there comes smoke from the muzzle when firing, inspired from the Jawa ion gun in ANH.
    GOLAN ARMS FC1 FLECHETTE WEAPON: Now fires red-hot metal shards, as the description says! The shards stay buried in the wall for some time. Sounds much more shotgun-like. The alt-fire is shield-protected frag-grenades that spread lots of shrapnel when they go. I also added a "grenade goes into position" sound after each fired grenade.
    STOUKER CONCUSSION RIFLE: I havenʼt done anything to the models or firing sounds of this, but the effect... I was inspired from the Trandoshan Concussion Rifle in Republic Commando, and tried to replicate the effect. Itʼs primary an imploding sphere that sends out a shock when imploded. Actually I made the effect even before I got Republic Commando; I had found the explosion sound effect for the weapon on FileFront and decided use it in my mod. At first it was a replacement for the Flechette alt-explosion and had an imploding blue shell that sent out a horisontal shockwave and golden sparks. But finally it made itʼs way to the Stouker instead.
    MERR-SONN PLX-2M PORTABLE MISSILE SYSTEM: Oh my, in OJP Enhanced these are feared, as they blow you apart like nothing! The explosion is much bigger, the sounds are great with a "place new missile in position" sound after each firing. The smoketrail is made much longer, with a matching powerful loop sound. I also reskinned the missiles to dark grey.
    BARADIUM-CORE THERMAL DETONATOR: Now this looks like it should do, a big expanding glowing sphere of doom... New models, sounds, you name it! Sounds exactly like the thermal Boushh (a.k.a. Leia) holds up in Jabbaʼs palace in ROTJ.
    TRIP MINES: Red laser beams... Big explosion if you touchʼem... Really nice sounds...
    DETONATION PACKS: New sounds and a big explosion with a lot of smoke...
    ITEMS: New item respawn sound (dunno how to describe it), bacta sound like some sort of hydrualic injection and a new chat sound like a short comradio static. Oh, and the spawn effects! Big beam(s) that leaves a little mark on the ground where you spawned. The portable sentry now fires green bolts and sound like a big ship cannon (the Lady Luck cannon, the cannons aboard the Dreadnaught).
    MISC SOUND CHANGES: New sounds for weapon switching, low ammo warning, Rebel ship hyperdrive and hologram sounds (I think this only appears in JK2).

    GAME FUNCION CHANGES: Iʼve edited the weapons.dat script to make some weapons fire a little faster and increased the ammo limit, only for SP though. But it works in CoOp in OJP! Thatʼs it for the main mod, UltimateWeapons.pk3. Now for the additional PK3s!
     
    ******************
    Optional Files
    ******************
    There are some additional files that alter the weapons in some ways:
     
    BRYAR PISTOL REPLACEMENT - xyz_bryar_pistol.pk3:
    Replaces the DL-44 with Kyle Katarn's modified Bryar pistol from Dark Forces, with appropiate sound from Jedi Knight: Dark Forces 2.
     
    BLASTECH DC-15A RIFLE REPLACEMENT - xyz_dc-15A_pah.pk3:
    Replaces the repeater with the DC-15A clone trooper rifle by Pahricida for MBII. New sounds and effects by me.
     
    GREEN BOWCASTER BOLTS - xyz_green_bowcaster.pk3:
    Makes the bowcaster effects green, with different sounds.
     
    LOW QUALITY EFFECTS - zzz_UltimateWeapons_LQEffects.pk3:
    If you find the effects laggy due to all the sparks, try setting fx_expensivePhysics to 0 or place this file in Base. It lowers the number/removes the sparks and makes the smoke fade faster.
     
    NO BLOOD - zzz_UltimateWeapons_NoBlood.pk3:
    If you don't think blood fit into Star Wars or just don't like blood, this is the file for you! Removes the blood splats from the effects, but leaves a slight red smoke, because in Ep1 when Obi cuts Maul in half, there's coming reddish smoke from the cut. Did Obi hax the system even in his young days, or what do you think?
     
    *******************
    Known Bugs
    *******************
    Sometimes the effects disappear when many are active, due to the game's sprite limitation. Use zzz_UltimateWeapons_LQEffects.pk3 to solve this.
     
    The chrome shaders may not work properly in MP, at least they don't for me. I have no solution to this.
     
    Note that other mods may interfere with my mod. PK3's are loaded in this hierarchy:
    Mod directory/PK3's
    Mod directory/files in folders
    Base/PK3's
    PK3's are loaded alphabetically, and therefore you can't name a mod something like "aaa_mymod.pk3" as would be overridden by the
     
    base JKA assets.

    15,033 downloads

       (9 reviews)

    12 comments

    Submitted

  23. HS Obi-Wan Kenobi - RotS

    Author : HapSlash
     
     
     
     
    Description: Here we go with the second of the Episode III models that I'm working on, based off of the latest Star Wars movie 'Revenge of the Sith'. It is currently available for both Jedi Outcast and Jedi Academy.

    31,386 downloads

       (9 reviews)

    7 comments

    Submitted

  24. Escape: Yavin IV - The Lost Maps

    ORIGINAL AUTHOR: DARROW LINDER
    Date Created : February 22, 2006
    Overview:
    ---------
    Ahhhhh...  Finally done.  35 levels, 150000 brushes, 25000 lines of script,
    40000 entities and 3000 hours of blood and sweat.  EY:4 - The Lost Maps.
    Let's get this out of the way first.  I know the download is big.  Sorry.
    I've made every effort to keep the mod as small as possible.  There are
    20-30 hours of gameplay here, so it will be worth the download, I hope.
    If you played my first conversion, Escape: Yavin IV, then hold on to your
    hats.  This is an extension of the first conversion, but includes 25
    additional levels, a new story, vehicle levels, space levels, additional
    duels and puzzles, and customized interface (including a 'Chapters' menu
    that enables you to play any game level), on-the-fly saber upgrades, and
    three endings (that's right 'THREE' endings).  Your choices during the game
    decide your fate.
    Given the length of the game, I have eased up on the difficultly of the
    game a bit (just a bit).
    Nuff said.
    Installation:
    -------------
    BEFORE YOU INSTALL, YOU MUST DO THE FOLLOWING:
    1. Remove *all* custom pk3s and mods from your base / GameData folder
    2. Remove *all* custom pk3s and mods from your base / GameData folder
    3. Remove *ALL* custom pk3s and mods from your base / GameData folder
    Failure to do so will likely result in the game failing to even start.  So
    please don't ask me why the game won't start if you haven't done this.
    To install this map, extract the contents of the ZIP file into the
    'GameData' folder of your Jedi Academy install directory. Double-click the
    batch file in the GameData folder and you're on your way.
    I've been running with the 1.1 patch.  If you don't have it, play at
    your own risk.
    Story:
    ------
    Basically, the Sith have dominated the galaxy.  The good guys (called the
    Alliance) are threatened.  The game will feed you some hints that explain
    the reason for the Sith control.  Of course, you have to come to the
    rescue to save the universe from total Sith control (oh, unless you choose
    to become a Sith).  The rest of the story pretty much tells itself.
    Please note that if you choose to jump around the levels using the chapters
    menu, you will not get the entire story.  Just keep that in mind.  It is
    recommended you play through in normal game mode before jumping around.
    Gameplay:
    ---------
    In all, there are 38 levels (12 cinematic levels and 26 playable levels).
    Unlike the traditional game (JKIII), your saber upgrades occur as you
    defeat your opponents.  Each level also offers your a chance to 'trade'
    your saber for one encountered up to that point in the game.
    Like the cool saber disc your opponent has?  Defeat him, and take it!
    It's that simple.
    Issues:
    -------
    There are two really big issues:
    1. level2_saber_shipment always hangs for me when it is *not* loaded as the
       first level in the game.
       ** If this occurs, you can use the Chapters menu to start a new game
          from this point in the game.
    2. After some time of playing, the game seems to 'hang' after about 90
       seconds from a save point.  It does not happen in the same level or
       in the same place in the level.  The problem only occurs after playing
       and saving for SEVERAL HOURS continuously (essentially the same game).
       Restarting and loading the saved game does not correct the problem.
       ** If this occurs, you can use the Chapters menu to start a new game
          from where you left off.
    3. My hard drive crashed and I lost *everything* associated with this game
       just a couple weeks ago.  Fortunately, I had already posted a V4 Beta, so
       really what you are playing is Beta V4+ here.  Everything pretty much
       works fine, but I lost all of the .map and script files.  So...  If you
       use the Chapters menu to start the ending levels of the game (Chapters 8
       - 11), you'll need to use the cheats to setup your force powers.
       ** Bring up the console then type:
            > helpusobi 1
            > setforceall 3
    There's other little detailed things, most of which you probably won't
    even notice, so it's not worth mentioning...
    Credits:
    --------
    Without these contributors, this game would not be.
    Beta Testers:
    =============
    Tester #1 ............................ Theos Burgess
    Tester #2 ............................ Captain Shuttle
    Tester #3 ............................ Mr11
    Tester #4 ............................ Chris Jackson
    Skins:
    ======
    Aayla Secura ......................... Mars Marshall & Dark_Cuillere
    Abbaddon ............................. El Cuko
    Asajj Ventress ....................... Monsoontide and Psyk0Sith
    BPPloKoon ............................ [BP]Plokoon
    Bain Elite v2 ........................ -=SOTG=-Bain_Elite
    Boba Fett ............................ Brian Jones (Bones)
    Darth Maul 1 ......................... mrdefender
    Darth Maul 2 ......................... broken_hope & Aaron Smith & Chesire
    Darth Omega .......................... KAZZZ
    Darth Savet .......................... Brejo Savet
    Death ................................ +]Nekroscop[+
    Egor ................................. Unknown
    FemOffee ............................. Mars Marshall
    General Grievous ..................... Mars Marshall
    Howler ............................... Light Ninja
    Knight ............................... Unknown
    Lamasu ............................... Crying Gods Germany
    Lizard Reptile ....................... Tps_sithrouge
    Mace Windu ........................... Aaron Smith
    Maddog JKA ........................... Maddog
    Magna Guard .......................... Mars Marshall
    Mandalorian Sniper ................... Innocent Hawk
    Neo Reborn ........................... Drakkan
    Ninja ................................ Tim & Jimesu_Evil & Shady-D &
                                           Satanmaster & Playingkarrde
    Noghri ............................... RO Agent Smith
    Olts Keldor .......................... OLTS /// Lord Vili ****
    Pit Droid ............................ Matt-Liell & Scouttrooper
    RAB-24 ............................... Chairwalker
    Raptor ............................... Thrawn42689 & Graves & LightNinja
    Razchrome ............................ Unknown
    Rodian ............................... Darth Algar
    Sabergirl ............................ v2 by Sabergirl
    Samus ................................ Kurtis 'KMan' Smith
    Shinobira ............................ Crying Gods Germany
    Sithress ............................. DarthVengeant
    Soulseeker ........................... Unknown
    Spawn ................................ Stingray
    Swoop Racer .......................... Nick Aikenhead (Kahn)
    Witchblade ........................... {EJA}DarthVengeant{S}
    Xian ................................. Unknown
    Yarael Poof .......................... Mars Marshall & PsykOSith & Nomad
    Yoda ................................. Darth Dizzy & Team Yoda
    Younglings ........................... Mars Marshall
    Zabrak Male .......................... Darth Algar
    Sound Effects:
    ==============
    Enhanced Saber Sounds ................ Aryyn
    Grievous Sounds ...................... Kurt Libengood
    Voice Acting:
    =============
    Darth Maul ........................... Mr11
    Jedi ................................. Darrow Linder
    Jedi Master Nadoo .................... Mr11
    Jedi Master Savet .................... Darrow Linder
    Jedi Master Secura ................... The Light Side
    Jedi Master Windu .................... Mr11
    Mirala ............................... The Light Side
    Queen Mothma ......................... The Light Side
    Rosh Penin ........................... Darrow Linder
    Sith Lord ............................ Darrow Linder
    Sithress ............................. The Light Side
    Saber Models:
    =============
    Crystal Hilt ......................... {THC}ShovelHead
    CyberNinja ........................... Revan Dark
    Darth Maul ........................... Unknown
    Desann Saber ......................... CHoSeN ONe
    Dual Lightstaff Sabers ............... Red Sith
    Eclipse Saber ........................ +POO+Sigma
    Imales ............................... IMALES (Damir Berkovic)
    Light Disc ........................... Wolrajh/Xantcha
    Majestic Sai Staff ................... Tiri
    Punisher ............................. Darth Khan & Lord G-Spot
    Reborn Saber ......................... CHoSeN ONe
    Skywalker Saber ...................... CHoSeN ONe
    Star Wars Classic Sabers ............. Revan Dark
    TS Custom Sabers ..................... Trauma Sensei
    X-Saber .............................. Jon Hill 
    Textures:
    =========
    Custom Textures 1 .................... BerneyBoy
    Custom Textures 2 .................... Shaithis
    Water and Ripples .................... Sith J Cull (Arevas)
    Sith Command Ship .................... Sith J Cull (Ep3 Mappack)
    Weapons:
    ========
    Rocket Effects ....................... Rhinen
    Concussion Effects ................... Spector
    Disruptor Effects .................... Spector
    Vehicles:
    =========
    Duality .............................. Manquesa, RaSiN_HeCk
    Sith Speeder ......................... Duncan_10158 & Monsoontide
    Speeder Bike ......................... Duncan_10158 & Monsoontide
    STAP ................................. Duncan_10158
    Interface:
    ==========
    Menu Tutorial ........................ Red Sith
    Startup Screen Images ................ http://www.geocities.com/Area51/Lair
    HUD .................................. Chewy≤/Uber Noober≤
    Maps:
    =====
    duel_valley (modified and extended) .. Raven
    (all other maps were done by me)

    1,510 downloads

       (0 reviews)

    3 comments

    Updated

  25. Blades of Fury

    Original Author: Teh_Blizzy
     
    This saber is simply a gauntlet with sabers shooting out of it. Its sorta similar to the gauntlet knife the Predator uses except with sabers on it. If you want to inflict more damage on your opponents or just want to try something different give this a try. Recommended for use with Dual Sabers for more damage. Please enjoy
     
    This file was uploaded with direct permission from the original author. Permission can be found here.
     
    Author: Teh_Blizzy
    Email: TehBlizzy@gmail.com
    Release Date: 07-09-2007
    Size: 44.14 KB
    Filename: blades_of_fury.zip
    Source: www.jk2files.com
     

    Uploaded by:


     

    Original author may contact the staff
    here if they wish this file to be removed.

    1,761 downloads

       (4 reviews)

    4 comments

    Updated

×
×
  • Create New...