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Files posted by JKHub
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ForceMod 3 Advanced Version 4
By JKHub in Server-Side
Submitted by: By The Kid!?
Original Creator: OGOO7J1 (formerly known as Pitchest Heart)
FM3Av4 is finally released!
Changelog:
*NEW SCREENS, MENUS AND VIDEO
- Music can be accessed on any map using the in game "MUSIC" menu located in the options bar.
- You can access a selection of various crosshairs in the main menu after choosing a saber in profile or in the "AIMING" menu while in a game.
- While in a game you can access the "VIEWS" menu to adjust various aspects of the camera's position in relation to your character.
- A seperate config for each class can be created and saved from the "CONFIGS" menu.
- Some extra features can be bound to keys via the "XBINDS" menu including a 4th person view, zoom in and out, a demo recorder and hotkeys for inventory items.
- New title menu video.
*NEW HUDS
- Each faction has a specific HUD symbol.
* MODELS
- Each model icon has been given a mark in its lower left-hand side to denote that particular model's size. The sizes range from tiny to extra large (T,S,M,L,XL). The sizes have also been divided up in such a way as to help balance certain classes.
- All models have had their standard annoying jumping grunt sounds removed leaving only the sound of the feet tapping the ground as they jump.
*SHAPESHIFTERS
- Ancient Ones and Dark Ssges have been given the ability to shape shift having access to all models in the game (except Droideka).
*IMPROVED WEAPONS AND MELEE
- Blue saber style: This style now has manual blocking on diagnol_back attacks as well as side to side auto-combos and an improved forward attack.
- Green saber style: This style has been altered so it no longer dominates the others. While powerful, it has far less range.
- Orange saber style: Side to side attacks slowed for balance
- White saber style: Standing kata replaced in favor of one that leaves the user less vulnerable as well as fixing an animation bug seen in all versions of FM3.
- Vong: Super high parry removed to better match the updated saber forms. Crouching kata replaced with the "Death Pounce".
- Tusken: New crouching kata.
- Noghri: New standing kata which fixes an animation glitch.
- Cursed weapons and alternate multibladed weapons available for saber users.
- Royal Guards only have blue with glitched styles removed.
- Vong staff: Damage, parry, knockback, and hitbox values have been increased and range decreased to appear more realistic to the actual appearance of the weapon. The can do a standing and crouching katas as well as walk along walls. Vong are the only class to be given mega strength able to kill almost any targets in 1 hit as well as knocking targets back an incredible distance.
- Tusken and Noghri weapons: Damage, parry and hitbox values have been increased as well as added standing and crouching katas.
- Fletchett has better looking explosions.
- Rockets have been better smoke trails.
- DEMPs primary fire is better looking.
- Thermal dets emit a cool looking shockwave after they explode.
*IMPROVED BOTS
- There are a huge variety of bots that randomize when the maps switch using the server file. They are quite a challenge even to experienced players.
*IMPROVED DROIDEKA
- Heallth increased to survive 1 saber throw. Shields set only to 100 because of thier hard coded , fast auto-regen.
Enjoy!
-The Kid!? and OGOO7J1
617 downloads
0 comments
Updated
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JKA SDK Repack 1.0
A repack of all the sourcefiles and official modtools for jka, including the most recent patches and fixes to make them work on recent OSs and drivers.
Did I miss any of the official source files? E-Mail me and I'll make sure to add them.
Credits:
Raven Software - For providing the original soruce file and tool packages used to compile this version
Xycaleth - fixes to Modview and the MacOS Version of Modview
Archangel35757 - fixes to carcass, md3view
DT85 - helped in gathering the various releases by Raven Software for the Package
536 downloads
0 comments
Updated
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The Mainframe
By JKHub in Single Player
Author: Steven Brown (Blaster)
Date Of Release: July 2002
Description:
This is the first in a trilogy of mods. The sequels are:
The Dark Alliance
The Dark Alliance II: Vengeance of the Sith
This is the second version of my single player level 'The Mainframe'. Most players found Vader to be too tough in the original version and found it could have been bigger. Well now IT IS! There are now two maps, one called part 1 and the other called part 2. Part 2 will be familiar to all those who have played the original. I don't want to spoil any surprises, so what are you waiting for go play!
Story:
Kyle and Luke have found that Tavion has somehow resurrected Darth Vader. Luke decides to go to Kejim alone and defeat his father once again. At the meantime Kyle must try and find out where Tavion is hiding. However Kyle senses a disturbance in the force and feels that Luke is in trouble. Kyle decides to go to Kejim and help out Luke.
Kyle arrives at the Imperial outpost on Kejim. Luke's ship is there but he is nowhere in sight. However Kyle can sense were he went and follows his trail. Just as he is about to enter the base a Reborn and two stormtroopers come through a door followed by a familiar droid sound approaching from behind. This is it there is no turning back. Can you defeat Darth Vader? or will you fail and allow Vader to bring about the rebirth of the empire.
DO OR DO NOT, THERE IS NO TRY. - Jedi Master Yoda
Mission Objectives:
Kill Darth Vader Engage all Remnant troops in the area Find Luke Escape with Luke alive Additional Credits:
All the people at jediknightii.net, Michael Frost who created the Darth Vader MOD and Crapse who created the Jedi Knight Reborn skin.
Joe Dyer for the 'Bridge' prefab and Yves Allaire for the 'Bridge' prefab textures. Gidion The Dead for the 'Imperial Screen and Computer' prefab and the 'Hangar' prefabs. Expositus for the 'Imperial Eagle' prefab.
All prefabs credited can be found at www.jedioutcastmaps.com.
Installation Information:
Simply put the Mainframe 2.0.pk3 file in your jedioutcast/gamedata/Mainframe 2.0 directory, load up the game goto the 'Setup' menu and click on 'Mods' then click on Mainframe 2.0 and then click 'Load Mod'. Then bring down the console and type in "map part_1" (without the quotes). If at any time you just wish to play part 2 type in the console "map part_2" (without the quotes).
Using the 'Mods' menu will allow you to put in the Reborn Advanced and Vader.
If you don't know how to bring down the console goto the Jedi Outcast main menu and press the ` key and the left shift key together.
If you wish to quit the credits at the end either press your use button to speed them up or bring down the console and type "quit" (without the quotes).
Construction Information:
Vis Time: About 45 Minutes for both maps
Build Time: About 50 hours
Known Bugs: While fighting the Advanced Reborn you may hear Kyle say the line "Strange he looked like a Jedi and fought like a Jedi etc." This is supposed to happen only when you have defeated him but for some reason he just says it sometimes. At one point he even said it four times! It seems to happen not that often though. Another bug which has happened only twice is some kind of sound problem. What happens is the game will stop and return to the main menu with a 'sound input out of range' type of error. I don't know what this is but it happened twice when I was destroying the probe droids with a saber throw. It happens very rarely though and if it happens with you then just restart the level and play again. Hopefully the problem won't happen again on your second go.
Author Notes: My apologies to all the people who were annoyed with the fact that Vader took about 600 hits to kill him in version 1.0. Now Vader's hit points are 4000 and Luke's are 2500. Vader is still tough but should take less time to kill. Vader and Luke only spawn when you are going up the elevator. This should fix the Luke dying straight away bug.
============================================================================================
License Agreement
============================================================================================
* I admit that *
(as required by the LEC License Agreement about Addon Levels)
1. My Level works only with the retail version of the
Software, and does not work with any demo or OEM versions
of the Software.
2. My Level does not modify any COM, EXE, DLL or other executable files.
3. My Level does not contain any illegal, scandalous,
illicit, defamatory, libelous, or objectionable material
(as may be determined by LEC in its sole discretion), or
any material that infringes any trademarks, copyrights,
protected works, publicity, proprietary, or other rights
of any third party or of LEC.
4. My Level does not include any LEC sound effects or music files or
portions thereof.
5. My Level identifies in every description file, on-
line description, read-me, and in comments in the New
Level code: (a) the name, address, and e-mail address of
the level's creators, and (b) the following disclaimer:
"THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY
LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C)
LUCASARTS ENTERTAINMENT COMPANY."
6. My Level may not be sold, bartered, or distributed with
any other product for which any charge is made (other than
incidental charges for time spent on-line), but rather
must be distributed free of charge.
7. By distributing or permitting the distribution of any New
Levels, all creators or owners of any trademark,
copyright, or other right, title or interest therein grant
to LEC an irrevocable, perpetual, royalty-free, sub-
licensable right to distribute the New Level by any means
(whether now known or hereafter invented), and to create
and distribute by any means (whether now known or here-
after invented) derivative works thereof, and to charge
for the distribution of such New Level or such derivative
work, with no obligation to account to any creators or
owners of the New Level in any manner.
============================================================================================
Copyright / Permissions
============================================================================================
Authors MAY use this level as a base to build additional levels (just mention the author).
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT
COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY.
You MAY distribute this level, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact, with NO charge (other than incidental charges for time spent on-line).
905 downloads
- jk2
- contains maps
- (and 2 more)
0 comments
Submitted
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The Dark Alliance
By JKHub in Single Player
Author: Steven Brown (Blaster)
Date Of Release: November 2002
Description:
This is the sequel to my singleplayer map 'The Mainframe 2.0'. If you have not yet played 'The Mainframe 2.0' then I suggest you download and play it before you play this one.
You can get it from the following websites:
The Mainframe
The Dark Alliance II: Vengeance of the Sith
I hope you enjoy this map just as much as I did making it.... no really I did!
- Blaster
Story:
A year has passed since the encounter with Darth Vader at the mainframe complex on Kejim. It has remained a mystery to how Darth Vader was somehow brought back to life and the Republic have found no leads to the location of Tavion.
UNTIL NOW!
A smuggler known as Marlow Baruk, brother of Reelo Baruk, has been receiving large quantities of Imperial equipment. Republic spies have found that Tavion, along with her new forces, have been negotiating with the smuggler in a quiet part of Narshaddaa. It is believed that she is giving Imperial equipment to Marlow in order for her to create a secret base underneath Marlow's own hideout and are allying their forces together in an attempt to start a war against the New Republic. If this kind of act is to occur then who knows what will happen.
An offensive has not been easy and all attempts to inspect Marlow's hideout are at a loss. He refuses to co-operate. The Republic has no choice but to send in someone to investigate.
Kyle is now a Jedi mercenary agent working for the New Republic and they have called for his skills in dealing with these matters and besides Kyle has some unfinished business with Tavion. The mission is not going to be easy. First Kyle must inspect Marlow's hideout and see if he can find Marlow himself and interrogate him. Then if possible he must apprehend Tavion inside her secret base and send a signal to blue squad, so they can take control of the base and investigate what Tavion has been up to.
Marlow's hideout will be well guarded and the entrance will surely be hidden.
Additional Credits:
I am in no way responsible for the other models and MODS that have been included in this MOD. All credit goes to the authors and you can see who is responsible for these in the closing credits at the very end of the level.
STAFF EDIT:
Here are the credits:
Black Jedi Reborn Skin - DarkMavis
Jedi Knight Reborn Skin - Crapse
Anakin's Saber Hilt - Ryan "Alaris" Hutchings
Episode II Saber Blades - The RattleSnake
Stealth Jedi Gear for Kyle - HapSlash
Darth Maul Model - Adam "Cheshire" Lee
Red Darth Maul Skin - Kurtis "Kman" Smith
Yoda Model - Team Yoda
Dark Yoda Skin - Mars Marshall
Cinematic Saber and Weapons SFX - Patrick
Darth Cinerate Skin - Magnetixxx
================
Installation Information:
Simply create your own folder in the jedioutcast/gamedata directory and call it
'The Dark Alliance'. Then load up the game and enter the 'Setup' menu and select 'MODS'.
Click on 'The Dark Alliance' and then click on load. All you need to do now is start a
new game and then select your difficulty.
Make sure you have the latest patch for the game or it will not show up in the MODS menu!
Construction Information:
Known Bugs: In part 2 you may get stuck in the red force fields. Use crouch to get unstuck.
Secret Areas: There are secrets in the levels so see if you can find them all. There are 2 in part 1, 3 in part 3 and 1 in part 4.
License Agreement
* I admit that *
(as required by the LEC License Agreement about Addon Levels)
1. My Level works only with the retail version of the
Software, and does not work with any demo or OEM versions
of the Software.
2. My Level does not modify any COM, EXE, DLL or other executable files.
3. My Level does not contain any illegal, scandalous,
illicit, defamatory, libelous, or objectionable material
(as may be determined by LEC in its sole discretion), or
any material that infringes any trademarks, copyrights,
protected works, publicity, proprietary, or other rights
of any third party or of LEC.
4. My Level does not include any LEC sound effects or music files or
portions thereof.
5. My Level identifies in every description file, on-
line description, read-me, and in comments in the New
Level code: (a) the name, address, and e-mail address of
the level's creators, and (b) the following disclaimer:
"THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY
LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C)
LUCASARTS ENTERTAINMENT COMPANY."
6. My Level may not be sold, bartered, or distributed with
any other product for which any charge is made (other than
incidental charges for time spent on-line), but rather
must be distributed free of charge.
7. By distributing or permitting the distribution of any New
Levels, all creators or owners of any trademark,
copyright, or other right, title or interest therein grant
to LEC an irrevocable, perpetual, royalty-free, sub-
licensable right to distribute the New Level by any means
(whether now known or hereafter invented), and to create
and distribute by any means (whether now known or here-
after invented) derivative works thereof, and to charge
for the distribution of such New Level or such derivative
work, with no obligation to account to any creators or
owners of the New Level in any manner.
============================================================================================
Copyright / Permissions
============================================================================================
Authors MAY use this level as a base to build additional levels (just mention the author).
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT
COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY.
You MAY distribute this level, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact, with NO charge (other than incidental charges for time spent on-line).
886 downloads
- jk2
- contains maps
- (and 2 more)
0 comments
Submitted
-
RPG Wayland
By JKHub in Free For All
Originally by Rena Jacewalker.
Texture / shader fixes implemented by Hudaw aka JesseLeeHumphry
181 downloads
0 comments
Updated
-
Stalax
By JKHub in Client-Side
This mod was released back in December 2008. Since then, the author hasn't released any updates.
Stalax v1.0
-----------
Here's the readme about Stalax, it tells the more important things about the installation
and the modification's usage.
1 - Features
------------
The mod's main feature is Lua Scripting, you can do everything you want on your own server.
And if you are a mapper, you can improve your maps' interactivity and make new features that
you have never seen.
There's a new bot system called AceBot, it has been ported into this mod and it's not stable
at the moment. It has some good possibilities, the bot can make his waypoints itself by
finding some possible holes in the map, and when he finds an enemy, he goes forward to it,
not like the original Jedi Academy bots.
2 - To Do
---------
A perfect physics engine could come soon, but not quickly. I will do my possible to make sure
that he would be perfect, since the Quake III Engine needs a better collision detection and
we could make more and more crazy stuff like vehicles, ropes,... maybe endless possibilities.
3 - Running the Demo
--------------------
To run the demo, simply launch "Stalax Demo.bat", it will load Jedi Academy under Stalax with
the sta_tour map.
In this map you will see some scripts I made and commented for you :
.. Password Terminal with the console - move near the terminal, make sure that you put your
crosshair on it, open your console and type "/input" with your password.
The good password is "goodpwd", I think you'll need it in order to go to the next level.
.. Chat Password Terminal - more comfortable way, it's the same Password Terminal, but you
just have to use it with your USE button, look at it, and say the password in the chat.
Like if you want to say it to everyone but the message will be canceled so the players
won't see it.
.. Teleporter Terminal - a nice teleporter terminal with more choices, use it with your use
button, look at it and type the number of your choice in the chat.
.. NPC Conversation - now you can talk to NPCs and make them react with the things you tell
them. Use Luke with your use button, and tell him to open the door by typing the number
of the choice you want to make.
.. Item Grabbing - Ha! Something like Portal, not perfect, but as always, the physics engine
is still missing :-(. Grab the crate with the USE button, move near the blue button located
right the door and drop it with the USE button again. If you remove it, the door will be
closed.
The mapsource of sta_tour is included into the maps folder.
That's it for the demo, I will add more and more examples in newer versions.
I hope you like them.
4 - Installing a script
-----------------------
I think the method to install a script is really the easiest.
Guess how ? Simply put the .lua script into the Stalax/lua/global folder.
The server will load it automatically.
If it's a script only for a map and if you want the server loads it only if the specific map is
loading, then create a folder into "lua", having the map's name. For example, if you want to
make a script only for t2_trip, create a folder named "t2_trip" into "lua" (Should look like
lua/t2_trip) and place your map's scripts into that folder.
If it's for a mp map like mp/ffa3, just do "lua/mp/ffa3" (ffa3 into the mp folder).
5 - Documentation
-----------------
I'm sorry if the documentation is not really complete, there's a lot about the Entity and Client
commands, and I don't really have the time to finish it properly.
But I'm always ready to help you and give you more infos about commands right into the forums.
You can find the documentation there :
www.stalax.net/doku.php?id=docs [WEBSITE IS NO LONGER ONLINE]
And the whole Stalax community there :
www.stalax.net/forums/ [WEBSITE IS NO LONGER ONLINE]
You will find a lot of scripts, tutorials and solved problems into the forums.
I hope you'll enjoy it.
Eltran
46 downloads
0 comments
Submitted
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JK2MV
By JKHub in Client-Side
JK2MV (Multi Version) is a modification for Jedi Knight II: Jedi Outcast. It supports all three game versions and comes with various features and optimizations.
Main Features:
Supports 1.02, 1.03 & 1.04 in a single executable Supports most mods made for JK2 (maps, skins, (code)mods etc.) Fast ingame HTTP-Downloads with a dialogue asking you for permission before downloading files to your computer Multiplatform: Windows, Linux, MacOSX Multiarchitecture: 32 and 64 bit support on all platforms Fixes for major bugs found in basejk and many mods Dynamic glow: Better looking lightsabers with the dynamic glow feature from JKA EAX/OpenAL sound fixed Support for modern screen resolutions Fixes for all known security bugs Minimizer: Press the Windows key in fullscreen mode to minimize. Press Alt+Enter to quickly switch fullscreen mode Improved gamma correction High resolution fonts AVI demo recording MVAPI allowing mods to implement features impossible with original JK2 engine Tons of other fixes and improvements in the engine, see the changelog for detailed information Opensource (GPLv2) JK2MV.org
1,663 downloads
0 comments
Updated
-
Cartoon HUD
By JKHub in Cosmetic Mods
***********************************
Jedi Knight: Jedi Academy
***********************************
TITLE: Cartoon HUD
AUTHORS: Last Wish and Darth Cariss
E-MAIL: darthcariss(a)hotmail.com and eivind_n_haugen(a)hotmail.com
FILENAME: Cartoon Hud.pk3
FILESIZE: 99.0 kb
DATE RELEASED: 14 Oct 2006
=================================
CREDITS
=================================
LAST WISH :
For the Design and graphics.
DARTH CARISS :
For the HUD ui and rigging it all to work in game.
===================================
INSTALL: Just put the pk3 inside your GameData/base Folder
DESCRIPTION: This is a fully different hud, It's supposed to be a cartoon hud that
is fully different than the orignal JA hud.
BUGS: What the .. None!
COMMENTS: A new fresh Cartoon Hud
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
60 downloads
0 comments
Updated
-
Venator Star Destroyer
By JKHub in Mixed Gametypes
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
- star wars related
- space
- (and 1 more)
0 comments
Updated
-
Death Star Trench
By JKHub in Mixed Gametypes
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
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Submitted
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Malevolence
By JKHub in Mixed Gametypes
AUTHOR: JediMurderer/MeatsOfEvil
DATE RELEASED: 19 October 2009
CREDITS: I would like to thank a number of people who made this possible, starting of course with Lucasarts and Ravensoft for making such a moddable game. In addition the good people of the jk3files forums deserve my thanks for various tips and suggestions. The tutorials of mappers RichDiesal, Szico and Bubba were also instrumental in teaching me what I know.
Thanks to SpPwn for suggesting an alternate lava shader, and AshuraDX for providing said upgrade. All textures in the lava folder and the shaders are property of AshuraDX.
I also want to thank in particular NAB622, for putting up with my noobish-ness on the jk3files forums, pushing me in the right direction when I had almost lost hope on getting my map to work properly and even providing me ideas for future modifications. NAB622, you have saved this map.
Lastly, I want to thank all the people who tested my map before it's release:
My Brother
My Mom
cloudflint
PANIC98
SpPwN
martinfaulkes
NAB622
General Jaxun
AshuraDX
Anyone who did not post their name on the forums but tested it anyway
INSTALLATION INSTRUCTIONS: Place malevolence.pk3 in your base folder. The base folder is located in the gamedata folder, which is in the folder you installed the game in.
DESCRIPTION: Malevolence is a duel/powerduel map designed (in my opinion) to make these modes more interesting. The duels that I have observed tend to be rather dull, as the two duelists swing at each other, dodge out of the way, and repeat. What if the battleground itself was also hazardous? Even better, what if the environment was actively trying to kill you while you fought? This is where Malevolence comes in. An Imperial officer and his bodyguards watch as you and other prisoners fight to the death while avoiding the obstacles of the arena itself. Dare to fight on this map to find out what dangers await. Your only warning of the impending doom will be the double siren that sounds before your death. Enjoy! 🙂
BUGS: I have seen bots defy death on one or two occasions where a normal player would be reduced to rubble...since I have no idea how they do it I have no hope of fixing it. Also despite my best attempts at bot-routing, the AI will still act pants-on-head stupid at times and we will just have to live with that. Also, the alarm and the taunts from the Imperials interrupt each other.
COMMENTS: Everything the map throws at you CAN BE AVOIDED. Pay attention to what is happening and you will see a way to escape. Also do not go near the observation box unless you want to be insulted by your executioner. Lastly, this is my first map ever! Yay!
PERMISSIONS: Ask me before using any of my assets. Also, the lava textures and shaders belong to AshuraDX so I cannot authorize anyone to use them.
26 downloads
- roleplaying
- co-op
- (and 1 more)
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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
40 downloads
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Updated
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The Academy v2
By JKHub in Free For All
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
21 downloads
- clanmap
- botroute support
- (and 3 more)
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Updated
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BDC Racing Club
By JKHub in Mixed Gametypes
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.
22 downloads
- botroute support
- desert
- (and 1 more)
0 comments
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