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Files posted by JKHub
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Bespin Unleashed
By JKHub in Multiple Gamemodes
Author: ProdigalSon
Submitted by: Barricade24
This is a large ffa map ive been workin on for like 3 weeks. some places were inspired from what i could remember in single player
Makes for some good gun battles i think but theres also room to duel thanks
168 downloads
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Tourament Dueling Facility
Author: Worr Sonn
Submitted by: Barricade24
Duel map used for tournaments...
52 downloads
0 comments
Submitted
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Dragon
Author: Wudan
-1- General Information
To put it simply, Dragon is an animation creation and editing tool for the Ghoul2 animation file format, .gla, used in both Jedi Knight II: Jedi Outcast and Jedi Knight: Jedi Academy (hereafter referred to as JKA). It's primary purpose is to create animations and write them in to the .gla format, which can then be merged with the existing JKA animations (or other .gla files) for use in-game with little knowledge needed.
Dragon has been created on a machine utilizing an AMD Duron 950, 256 MB ram and an ATI Radeon 9200 videocard, which is a fairly low-end system by today's standards. As such, most computers should be able to handle Dragon program smoothly (but, because of Dragon's avatar system, it is possible to put too much strain on any system.)
Dragon features:
A drag-able and transparant UI
An Avatar system
A Console to do nifty things!
A Complete Bone List to animate
A Standard model
A few example animations
Light Saber Rendering (extremely nifty)
Weapon Rendering (blasters rockets etc)
A floor tile, for better animations
Save and load system
A blending option
And probably much more
-2- Installation
The current release (0.1.0) is just a .zip file - you will need a program such as WinZip or WinRAR to extract Dragon. When you extract Dragon, it is important that you keep the folder hierarchy as it is in the .zip file. If you extract Dragon to C:\, the program will be in C:\Dragon\ All you'd need to do is navigate to that folder using Windows Explorer and double-click Dragon.exe. As of 0.1.0, Dragon has a default model that is loaded using the default Avatar, so you should see a shiny little guy, ready to animate.
-3- Getting Started / Basic Usage
Ok, you've gone through the trouble of downloading Dragon, extracting it, and running the core executeable - now what?
You should see a shiny little gray dude, a box that says "BoneList" and a box that says "SliderBox". Below the gray dude is a little stick thing, made of a white, green, and blue sticks. You still with me? Cool.
Let's focus on the BoneList, since it's basic use is pretty easy. You see a list of bones - model_root is in the middle - the active bone is dislplayed in the middle of this box. You can click on any of the bones listed above or below to switch to those bones - as you change bones you will notice that the stick thing (the white, green, and blue sticks mentioned earlier) change position and orientation.
Ok, now you're ready to do some fun stuff. See that slider box that you've been itching to mess with? This is the heart of Dragon - You have several things in here that are noteworthy - a Reset Button (completely obliterates any posing you've done of the current bone), and two sets of 'Sliders'. The sliders on the left are the important ones - the ones on the right we'll get to in a minute.
Go ahead and select the r_femur_YZ bone in the BoneList. Next, click on the green slider on the left - and hold your mouse down - and move your mouse left or right. You should see the gray guy's leg swing back and forth. You can now try moving the blue slider - his leg will sway from side to side.
Getting from here to making a cool stance is actually pretty easy - it's like playing with GI Joes, or some such action figure - you just pose the model how you want it. It might take some getting used to, but you're on your way
-3- Console Commands / Advanced Usage
Dragon uses a console, designed to be somewhat familiar to people who've played a game based on the Quake3 engine. First up to bring down the console press ` (you may need to enter ASCII code 0126).
Console Commands:
screenshot
Takes a screenshot - saved in the 'screenshots' folder.
fnext
Go to next frame (Hotkey: K)
NOTE: Also used to create frames, hotkey does NOT create a frame
fprev
Go to previous frame (Hotkey: L)
fdel
Delete frame - (deletes the current frame.) After deleting, Dragon will go to either the next frame (if there is one), or the previous frame (if there is not one.)
fcpy <number>
Frame Copy - Copies a specific frame number.
fcpyprev
Frame Copy Previous - Copies the frame before this frame. If there isn't one, it does nothing.
fcpynext
Frame Copy Next - Copies the frame after this frame. If there isn't one, it does nothing.
fspeed <number>
Frame speed, if you want your frames play at a higher rate, you need a high fspeed, you want a slower rate, u need a small fspeed. Default fspeed is 20. Usage: fspeed 20
fblend <number>
This is what makes the animation smooth. Its simple to use once u get used to it. Usage: in frame 1 is a stance in frame 2 is a different stance. U want the switch between stances to be fast, so 10 frames should be right. Bring down the console and type: fblend 8. now u should have a smooth switch from stance to stance. NOTE: To prevent odd bugs from happening cycle trough the animation mannually once before clicking the preview button! Always substract the amount of frames u already have for example if u want an animation to last for 20 frames and u have 5 frames animated than its 20-5 = 15 , fblend 15. Hope that makes sense play around with it.
finsa
Inserts a new frame after the current one.
finsb
Inserts a new frame before the current one.
save <name>
Saves a .cfg file to Dragon's directory. This file describes the animation you are currently working on. You do not need to add the .cfg, Dragon does this for you. So, 'save myanim' creates myanim.cfg in the Dragon directory.
load <name>
Loads an animation over the current animation, creates the necessary number of frames (but doesn't nuke any frames - so if you load a 5 frame anim and have 10 frames, you'll have 5 frames on the end of your workspace that you probably don't need. Use fdel to nuke 'em.
savegla <name>
Saves a .gla file in Dragon's directory under your given name. Usage: savegla my_stance
impframe <number> <number>
Import frames from the loaded .gla - so that you can edit previously finished animations. The first <number> is the starting frame number for your import, and the second <number> is how many frames to import.
It is recommended that you use the save and load commands to work on animations, as saving to gla and reimporting several times introduces compression artifacts - in layman's terms, your animation will be broken and you may need to re-do the entire thing. Importing from the original should be fine, as that's what the target executeable (in most cases, Jedi Academy) does anyway.
NOTE: To load up a gla you have to edit an avatar file, or make a new one. More on this in the avatar section.
-4- Avatar System
The Avatar System is one of the more robust components of Dragon. With it, you can animate multiple models at once, bolt models to those model's bones, change the saber's color, and length. So, how to access this advanced functionality? Listen well, young traveller, for a world of infinite possibility awaits those with a steady hand and an open ear.
Dragon, in 0.1.0b, comes with "avatar/default.cfg". (Now might be a good time to set Notepad to be the default editor for .cfg's, if it isn't already.) Opening that file shows:
Wudan{{org 0.0 0.0 0.0gla _JAhumanoid.glaglm models/players/stormtrooper/model.glmskin models/players/stormtrooper/model_default.skinbolt models/weapons2/saber_dual_5/saber_dual_5.glm rhang_tag_bonecolor 0.05 0.15 0.05length 32.0}}
The syntax is fairly similar to .shader file format, so skinners won't be at a total loss here. There are three main, must-have parts of an avatar file, the 'org', the 'gla', and the 'glm' lines. Oh, and the 'skin' line is fairly important. That said, a basic template to follow for creating new avatars would be:
AvatarName{{org 0.0 0.0 0.0gla INSERT_NAME_OF_ANIMATION_FILEglm INSERT_NAME_OF_MODEL_FILEskin INSERT_NAME_OF_SKIN_FILE}}
The org line has three floating point values past it. These tell Dragon where you want to draw the model at. This is useful because adding multiple models would be confusing if they all were at the '0.0 0.0 0.0' location. The gla line has a filename after it. By default it is _JAhumanoid.gla, which is a really small, single frame animation file that contains all of the skeleton file info. The glm line has a filename after it. This can be any .glm file, it is highly recommended that it be a .glm that was made to work with the gla you've selected. The skin line points to a skin file specifically created for the glm that you have selected. As of 0.0.1b, not loading a .skin file results in a crash.
-5- Tutorial: Replacing Animations
So the reason u downloaded dragon was not to read allot of crap but to get urself some animations done! So here we go! This is much easier than u think, Thanks to dragon. Its not hard either. Ive just written allot of text so it would be clear First we create our workspace. Extract /models/players/_humanoid/ (assets1.pk3) to a easy to find place. I've created:
"C:/Base/Models/Players/_humanoid/"
NOTE: /Base/ has to be there. if not ull get errors Check the _humanoid folder, see if u can see the .gla and the animations.cfg files. Now download GLAmerge written by Ask.
Now, create your animation in Dragon. That's easier said than done, right? Well, once you have a completed animation, you can move on to the next step.
However, before you export to the .gla format, there are a few things to consider - for one, have you saved the file (save command), so you can edit the original animation later? If so, excellent. save, then savegla - I think a good idea would be to automatically save when savegla is called - this could be done for the next release - any thoughts?
Ok, now the tricky part is that you'll need the very first frame of animation be empty - it technically doesn't matter, but you need to understand that this buffer needs to be there because other animators, using packages like XSI and 3dsMax, weren't able to keep the skeleton in-tact when exporting to gla and merging, unless they had made the first frame of their animations the base pose, otherwise the animation could not be successfully merged in with glamerge. Dragon does maintain the skeleton's structure, but uses the same merging program as everyone else.
Anyway, the tricky part is that Dragon currently has a blending system that 'wraps' around the animation - if the last frame of animation has blended bones in it, they blend with the first frame. This helps with walk cycles, but makes exporting to gla format pretty tricky. Since 'unblending' bones does not destroy their position, save your animation, then unblend each bone of the first and last frames, then finsb on frame 0 - you should now have a blank frame 0 and the rest of the frames are working fine - but, because Dragon is finicky about frames, cycle through all the frames before you export. You're ready to export - lucky you!
To export, enter the console and put in
savegla YOURFILENAME
(do not append .gla, Dragon does this already.) Ok, you're done with Dragon, go ahead and exit (you did save, right?)
In the folder where Dragon is located, you will find YOURFILENAME.gla - copy the .gla to the humanoid folder mentioned earlier. Than create a new text document. In that document type the following:
@ECHO OFF"glamerge.exe" "_humanoid.gla" "<gla>" -oPAUSEEXIT
This is a basic setting. replace <gla> with whatever your gla is called. i got this: @ECHO OFF "glamerge.exe" "_humanoid.gla" "my_run.gla" -o PAUSE EXIT (if u are an advanced modder, see the readme of glamerge for more options) Save the txt file as gla_merge.txt Now rename the file to gla_merge.bat (the .bat file tells the program what files to merge) now double click on the .bat file (make sure the following files are in the _humanoid directory. Glamerge, _humanoid.gla, your GLA.) It should now ask u for an output name. I suggest humanoid.gla (NOT _humanoid.gla!). Because this way u can rename the humanoid.gla or delete it when it isnt good while keeping the original (of course its just a copy of the original located in assets1.pk3). But for now lets do new.gla Now create the same directory somewhere else (no need for /base/ now) c:/models/players/_humanoid/ copy the other _humanoid files and paste them here. delete everything except Animations.cfg and new.gla Now rename new.gla to _humanoid.gla. Open up the animations.cfg with good old notepad. Now find the running animation. (U can use modview) k now its time for some small time scripting (not 2 hard dont worry) Now uve found the animation u want to replace BOTH_RUN1 12305 26 0 40 (name) (beginframe) (frames) (loop) 40(framespeed) K now. we have to leave the name the same. Now we find out what the last frame is, if u scroll down a bit ull see that ROOT is the last frame on frame: 21374 and it lasts 2 frame wich comes to a total of 21376.Now we know what to fill in the first, now for the second. How many frames is your animation? really simple if u've paid attention when gla merge was busy you shouldve noticed it counted the frames So there. I got 20 frames. Next is wether u want it too loop or not. 0 = yes, -1=no. We have a running anim so i would say 0, yes. And finally the framespeed. This one u can set whatever u like. in dragon the speed was 20 and i liked it so ill use 20 There we're done analyzing. So lets do this ! BOTH_RUN1 21376 20 0 20 Ahh yes were done! Pack /models/players/_humanoid/ in a .pk3 (the same way u would pack a skin) and place it in your base. Launch JKA. play a game and look at your new animation! NOTE: your next animation has to start on a different frame, see the last frame is 21376, plus the 20 frames u used wich would become 21396 I hope u get the point. Delete the .pk3 and yer jka is back to normal, Isnt it simple? Its only simple thanks to Dragon:The Ghoul2 Animation Tool
-6- Contact
If you need help or got questions or want to report a bug (TO SQUASH!) you can contact Wudan on the following ways:
Mt-Wudan
Dragon Forum
Mail: Wudan07 -AT- gmail.com
Aim: Wudan07
Remember! Report Bugs As soon as u find them! And also please fill in the crash/bug form included! You are able to control how good the next version will be if u go on bug-hunting or if u think of things that could be improved
Credits
Jedi Knight Jedi Academy.......................................LucasArts, Raven, Activision
Ask................................................................................GLAmerge
Wudan......................................................Dragon:The Ghoul2 Animation Tool
Shady-D.........................................................Doing some background stuff
You..........................For reading this and for (hopefully) reporting if u find a bug
630 downloads
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GtkRadiant
GtkRadiant is the official level design toolchain for id Tech 3 by id Software and is maintained by a community of volunteers. GtkRadiant is powered by the Gtk+ Project and released under a GPL license.
Features
Simple, Intuitive Interface
Enhanced texture browser
Entity inspector
Portal viewer
Wavefront .obj export
Game Engine-Independent
Dark Places
Doom 3
Half-Life
Heretic II
Nexiuz
Prey
Quake
Quake II
Quake III Arena
Quake 4
Return to Castle Wolfenstein
Wolfenstein: Enemy Territory
Soldier of Fortune II: Double Helix
Star Trek: Voyager Elite Force
Star Wars Jedi Knight II: Jedi Outcast
Star Wars Jedi Knight: Jedi Academy
Tremulous
UFO: Alien Invasion
Urban Terror
War§ow
and more...
Powered by Q3Map2
500 downloads
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Dual Saber Staffs
By JKHub in Lightsabers & Melee
Author: [JFE]Cl-Ch-Nojac{L}
Submitted by Swagmaster
This is yet another mod from jk3 files. This is a neat mod that lets you use 2 saber staffs with the dual saber style. Enjoy!
File Description:
This is a handy little mod that I conned this noob §Got Milk?§ into testing this for me about a year ago. When he made it I was thrilled to death - because this mod alters the sabers in almost every way a saber CAN be modded. (length, defense, dmg, color, etc...). The dmgs are pretty much a 1 hit kill - every time. I use it a LOT - its by far the strongest mod I've ever seen and I love it sooo much!! It is a Dual Staff Mod and the best you'll find out there by far.
1,586 downloads
- Star Wars
- Lightsaber Based Weapon
- (and 2 more)
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C3PO and 4LOM
By JKHub in Player Models
Author: oddjob
This is part conversion of a JKII single player model and part original. The head for 4-Lom was created and skinned by me but the rest of the model is pure Raven goodness. This explains the rather large poly count as well unfortunatly. It was a bit of a challenge converting the model and there are some issues with clipping but I belive it was worth it for a more droid like deformation. The C-3PO and TC-14 sounds are meant to be humorous, so enjoy.
416 downloads
- JK2
- Team Support
- (and 6 more)
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Winter's Gift Day
By JKHub in Free For All
Uploaded by Cagelight
This is not my map, this is the daytime version of Winter's Gift (https://jkhub.org/files/file/2178-winters-gift/) that I got ages ago from pcgamemods. I don't have the original readme but I'm almost positive this was made by the original Winter's Gift author(s). I noticed it wasn't uploaded anywhere else so I'm uploading it here.
This map requires the original Winter's Gift to be installed to work correctly.
-------------------
Winter's Gift Day
Authors: *VaS*Buffy and Jenova*Rebirth*(*VaS*Jenova)
Contacts: vasbuffy@gmail.com and jenova19848@hotmail.com
Release Date: 12-19-2005
Custom Textures : Yes
Custom Models : Yes
New music : Yes
Bot Support : Yes
Build Time : About 2 months on and off
Description:
A special Christmas and New Year's map for the Winter season for you and your friends too enjoy.
Features:
- Village
- Snowball Arena
- Hockey Field
- Ski Lifts
- Tauntaun Stable
- Market
- Maze
- Carnival
- Mansion
- Playground
- 2 Songs to pick from
- Caroler Stage
- The North Pole
- And much much more for you too explore...
Tips:
You can download a Snowball mod to turn your Thermals into Snowballs to make the Snowball fights more Realistic.
Secrets:
Well Secrets wouldn't be secrets if we would tell you where they are now would they? However there is one secret we can help you on your way with
as there are secret presents hidden all around the map in the colours: Red, Green, Yellow and Orange.
We have added a special Check list to the Zip file to help you find them, Please read it as there is some helpful information in there.
Good Luck!
*************************************************
Programs used:
Adobe Photoshop, Winrar, Wordpad, Gtk Radiant, Easygen
*************************************************
* Copyright / Permissions *
IMPORTANT!
This map and it's contents may not be modified without *VaS*Buffy or Jenova*Rebirth*'s written agreement.
This map and it's contents may not be used for porn or nudity purposes.
If this mod is used in any file like maps,movies,skins or others mods, Please inform *VaS*Buffy or Jenova*Rebirth*.
If this mod is used We wish too receive credit for our hard work.
*************************************************
INSTALLATION:
Extract the wintersgift_bf_jr.zip in your star Wars Jedi Knight Jedi Academy/Gamedata/Base folder.
Removal:
- Remove wintersgift_bf_jr.pk3 from your base folder
*************************************************
Special Thanks:
- Onobi Foondu
- Grimreaper
- Hapslash
- Worsonn
- Darth G
- Szico VII
- Lemog
- All *VaS*Members and Friends
- All who we forgot to mention
255 downloads
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Jedi Outcast Patch (PC)
By JKHub in Official Releases
The official PC patch for Jedi Outcast which will allow you to connect to servers running the latest patch as well as fixing critical bugs (See changelog)
After downloading the update, double click on JKIIUp104.exe to install. The installer will automatically search for the folder where you originally installed Jedi Outcast and install all of the updates. If the update does not locate Jedi Outcast on your system, you may need to reinstall the game from the original CD and then run the JKIIUp104.exe.
NOTE: This update includes all modifications that were originally incorporated in Jedi Outcast version 1.03. This update addresses multiplayer bug fixes and balance issues only. It will not affect your saved games. All Multiplayer users must use Jedi Outcast version 1.04.
2,982 downloads
0 comments
Submitted
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Luke Skywalker - Splinter of the Mind's Eye
Author
MegaKyle
Luke in an outfit from the 'Splinter of the Mind's Eye' cover.
223 downloads
0 comments
Submitted
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Starkiller's Lightsaber
By JKHub in Lightsabers & Melee
Author
HOUOU
This lightsaber model is the weapon of Starkiller from "Star Wars: The force unleashed: Ultimate sith edition".
This model is single-style lightsaber is attached.
Use cheat code to use this saber with Single Player.
-Cheat code-
saber "saber name"
-Saber name-
Standard saber ---- saber_s_killer
Backhand saber ---- saber_s_killer_bh
1,283 downloads
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Galactic Flame Saber
By JKHub in Lightsabers & Melee
Author
HOUOU
This model design is the sword of my comics character, it is a mechanical flame sword.
When it fights, a flame is made to occur from the sword.
But, there is no change of the performance.
New sound, attack effect are attached additionally.
Use cheat code to use this weapon with Single Player.
-Saber Cheat Code-
gf_saber
297 downloads
0 comments
Submitted
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Jedi Supporter
Author
HOUOU
This is my original character.
The base of the character design refers to a Video Game "Star Wars : THE FORCE UNLEASHED".
"Secret Apprentice" of the main character is an archetype.
Bot support : YES
NPC support : YES
Team color : YES
New sound : NO (Default sound editing)
-- My present idea --
First, "Jedi Supporter" is a group name.
Therefore, this character name isn't decided.
Jedi Supporter is not natural jedi, it is Jedi developed artificially.
They excel in the superhuman fighting power and the machine technology.
And, The force power which is equal to natural jedi can be shown.
They are the existence to support many jedis fundamentally.
[NPC Name]
jedisupporter
jedisupporter_dual (Double-blade lightsaber)
360 downloads
0 comments
Updated
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Green Destiny
By JKHub in Lightsabers & Melee
Author
HOUOU
This weapon model "Green Destiny" is the sword of the legend that it appeared in "Crouching Tiger, Hidden Dragon" of the movie. In fact, I made the same sword one year ago. But, the quality of that is really low. (When I watched a former model now, I thought so.) Therefore, I made a model newly again.
This model was intended to be modeled after the original design endlessly.
Saber Code]
"saber greendestiny"
Again, I want to prove that my technology changed. This is my little challenge.
I one year ago couldn't make the thing whose quality was high.
I believe that it learned to make high quality in comparison with the thing one year ago.
270 downloads
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Jedi Academy Screens Pack Wallpaper 2
Author
HOUOU
From the Jedi Academy Screens Pack
Image size is 1024*768.
I wanted my art work evaluated. I am hoping that my technology always improves.
129 downloads
0 comments
Submitted
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Jedi Academy Screens Pack Wallpaper 3
Author
HOUOU
From the Jedi Academy Screens Pack
Image size is 1024*768.
I wanted my art work evaluated. I am hoping that my technology always improves.
160 downloads
0 comments
Submitted
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Repeater Blaster Pistol
By JKHub in Cosmetic Mods
Author
HOUOU
This Mod can shoot blasterpistol continuously, and default fire can be used for the infinity.
(Alt fire consumes ammunition.)
Maximum ammunition increases in 999.
One more, the stance of blasterpistol is changed, too. (Idle, ready, attack.)
These two Mod files can be used separately.
==Attention==
1.This is only for SP.
It isn't applicable with MP.
(stance mod can be used.)
2.This is Mod which changes weapon performance.
Therefore, it can't be used with the same kind of Mod together.
195 downloads
0 comments
Submitted
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X-Men Iceman's Power Effects
By JKHub in Cosmetic Mods
Author
HOUOU
Iceman is a favorite character.
However, I hardly see overseas comics being sold. Therefore I have never read these comics.
Because I like overseas comics very much, if there is an opportunity, I want to read them by all means.
These effects are lightning force effects which reproduced the skill of Iceman of X-MEN.
These change effects of force lightning. (It is overwritten.)
Though some lightning sounds is changed, hiteffect aren't changed. (Sound doesn't change only "energy_crackle".)
It is because it probably influences other effect (and sound).
An attack range, the force power are unchanged.
Then, force icon was changed to the new icon.
--File explanation--
icepower
This is attacked with the cold.
It is the ability which Iceman of the movie uses.
Then, I added a change to effect a little.
icebeam
A ray is fired.
This is one of the attack skill of Iceman of fighting game. (MERVEL vs. CAPCOM series)
It is called "Ice Beam", and it is his main skill.
ice_arcticattack
The fragment of the innumerable ice is splashed.
It is from the game in the same way. This is super attack of Iceman.
(It is called "Arctic Attack".)
113 downloads
0 comments
Submitted
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FF White Magic CURE
By JKHub in Cosmetic Mods
Author
HOUOU
This MOD changes effect of Force Heal like White Magic CURE
of the video game "Final Fantasy".
Furthermore, the sound which was suitable for this effect was added.
Two kinds of new effect's are in this MOD.
(One is used with JA+MOD.)
Incidentally, an effect image isn't being made at all.
I changed only effect data newly.
I included the sound (It is the same sound.) of Force Team Heal, too.
But, I have never used Force Team Heal...
"It can be used with JA+ MOD"
Tentatively, this MOD can be used for [JA+ MOD 2.3] as well.
Put z_FF_Cure.pk3 in the japlus folder when you use it with JA+MOD.
187 downloads
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FF8 Lionheart
By JKHub in Lightsabers & Melee
Author
HOUOU
This model is a Squall's sword from "Final Fantasy VIII".
It is the strongest weapon in his weapon.
New sound and little effects are attached to this model. Furthermore, the version that an edge shines in green is in. (In FF8, it seems to be green when aura of the magic is used.)
Use cheat code to use this weapon with Single Player.
-Cheat code-
saber "saber name"
-Saber name-
Blue sword ---- lionheart
Green sword --- lionheart_aura
428 downloads
0 comments
Updated
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White Mage costumes
Author
HOUOU
These are the costumes of White Mage from video game "Final Fantasy". Characters are two kinds of the human male and the female.
There are color costumes respectively. And, these costumes can use even a single player. (It can be customized.)
-The change of the character appearance-
As for the male character, the kinds of the head increased.
As for the female character, the texture of the face became new.
One more, weapon model is attached to this MOD.
It is the staff weapon of my design.
There are a staff style and a single style in this.
Use cheat code to use these NPC and weapons with single player.
-cheat code-
playermodel "npc name"
-NPC name-
White Mage Male --- jedi_wm
White Mage Female --- jedi_wf
-Cheat code-
saber "saber name"
-Saber name-
Force Rod "Staff style" ---- forcerod
Force Rod "Single style" ---- forcerod_2
================================================================================
-ATTENTON-
whitemage_SP.pk3 is a file for single player (and customization). If whitemage_costumes.pk3 (Character data) isn't put, it doesn't work normally.
391 downloads
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Hoth Siege Modified
Author
Grampa Horton
Same old hoth map we all know and love, only much, much more challenging for imps. Added extra turrets, emplaced weapons, increased health on just about everything and decreased length on hack times. Perfect for when the teams are stacked. Have fun.
This game should not have any bugs whatsoever since the modifications I performed are quite trivial.
387 downloads
0 comments
Updated
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Eternal Lair of Ragnos Disciples
By JKHub in Free For All
Author
Desostros
¡§Eternal lair of Ragnos¡¦ deciples¡¨ is a large scale FFA map for JKA.The concept consists of a place where the spirits of Ragnos¡¦ deciples roam,fight and train eternally,awaiting the resurrection of their master and his army,hoping one day they will rule all again.
This map has a mystical touch to it,and is quiete challenging.I¡¦ve made this map for all the clans for JKA who do not have a clanmap,for this map is IDEAL for clanmap.
With 3 training rooms(Balance,fire and ice duel.),a meeting hall,a council which can give up to 10 people a place to sit,a large scale FFA room and 1 secret area(which will satisfy all guys who see it,the deciples get lonely too after some millennia¡K).
564 downloads
0 comments
Submitted
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Shadow Link
Author
Gaara of the Sand
I seriously doubt any more skins for Link, are even necessary, but your welcome to try and convince me otherwise.
...If you want to slap your damn clan logo, on Link - Don't submit it to any sites. Keep it to your clan.
74 downloads
0 comments
Submitted
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Amy Rose's Hammer
By JKHub in Lightsabers & Melee
Author
Gaara of the Sand
This saber is Amy Roses hammer, as seen in Sonic Adventure for the Sega Dreamcast/ Nintendo Gamecube
198 downloads
0 comments
Submitted
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Gaara_Of_The_Sand's Legendary Saber
By JKHub in Lightsabers & Melee
Author
Gaara of the Sand
The most Kickbutt saber hilt, ever. its a clear hilt with three prongs around the emitter, and (the best parts) a crystal inside it with the emitters and lenses actually modeled in the hilt, along with the beam visible inside the crystal. this saber also uses the desann and fast stances.
This hilt i made was sooo kickbutt, i almost named it "the Chuck Norris".
232 downloads