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JKHub

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Everything posted by JKHub

  1. So called "emotional attachments" are a way for the multiplayer bots/characters to relate to each other and take sides with their loved ones and friends in FFA game mode, too, instead of attacking everything in sight like a mindless zombie. The problem is there has been great confusion as to how this all works. Due to a few key custom-made player models having this implemented with an error (and people habitually copying the faulty files), the result has been that many of today's newly released player models have non-working relationships implemented. So let's look into how it works a little bit. Open up your JKB (bot personality) file. In it you'll find a section like the following: EmotionalAttachments { Padme Amidala 3 General Kenobi 3 Yoda 2 Plo Koon 2 } Notice that the bracket header says "EmotionalAttachments", not "EmotionalAttachment"! This single spelling error causes the entire relationships setup to fail, so pay attention to it in your JKB file. Make sure the header is plural. Inside the brackets we have two values, separated by a tab on each line. The first contains the user readable "name" of the character's BOT file (found in the "scripts" folder). This value can contain spaces, and it doesn't need to be wrapped in quotation marks in the JKB file like it is in the BOT file, but it must match what is in the user readable "name" setting of the other character's BOT file for it to work. The second value is a number from 1-3, representing the strength of the character's attachment to the other characters. The higher the stronger the attachment. Obviously 3 stands for loved ones and friends, 2 for acquaintances, and 1 for members of the same faction. You can probably tell by this that the example I've used above is from Anakin's personality file. Due to the default game's limitation, we can only have up to four character emotional attachments, so make them count. The four closest allies to your character should take place here, and to be practical, make sure that player models for those characters actually exist in the modding community. If you got all these details right, and match the bots' personality files, your allied character bots won't attack each other -- unless they hurt each other and interpret that as betrayal from the other character. Set it right and have fun watching your bots relate movie-like in FFA.
  2. Please note that we have been granted permission by Richard to link to and/or host these tutorials. Click here to go to the re-hosted version of Rich's site. GtkRadiant can be downloaded here. The Rich Diesal Mapping University / RichDiesal's JK2Radiant MapSource was regarded by many across the community as the best set of tutorials for beginners and advanced mappers to learn from. Some time in 2010 when Map-Craft went down, RichDiesal's tutorials went down along with it, but we managed to get our hands on a backup of the bulk of it. Rich never finished it, so a lot of links aren't there. Tags: Rich Diesal mapping, RichDiesal, Rich Diesel, RichDiesel,
  3. This tutorial attempts to explain in detail the console commands used to enable a realistic lightsaber combat simulation in your Jedi Academy game. Launch the game. In the main menu hold Shift on your keyboard and press the tilde key (~) to bring up the game console. Single-player game: Type the following into the console: helpusobi 1 Press the Enter key on your keyboard to apply the new setting. This command allows us to make advanced changes to the game. Then, type the following command and press Enter: seta g_sabermorerealistic 2 This command raises the damage level of a lightsaber to the point where it can cut apart an opponent as seen in the original Star Wars movie when Old Ben draws Luke's lightsaber in the bar scene. Next, type the following: seta g_dismemberment 3 This command sets model dismemberment to the highest level. This means that any part of a person can be sliced clean off if a lightsaber kills them, be it their hands, feet, arms, legs, head, or torso (as seen in the final Darth Maul scene in The Phantom Menace). If you find neck and torso slicing not to your liking, you can type 2 instead of 3 for the value in this setting, and that will limit dismemberment to only hands, arms, legs, and feet. Next, we need to set the likelihood for dismemberment to occur. Type the following into the console: seta g_dismemberprobabilities 40 If you'd like for it to happen every single time you kill an enemy in the game, set the value of this setting to 100 instead of 40. The following two settings should only be turned on if you have a computer that has enough strength to run the game smoothly. Type: ​seta g_corpseRemovalTime 0 This will force the game to keep the bodies of fallen enemies on the ground after they have been killed, and not remove them. (Some body parts will still be removed, unfortunately, but at least something of them remains.) Type: seta broadsword 1 This setting will turn the bodies of fallen characters from solid to limp, so that they appear more like real flesh and blood objects if they fall or if they are moved. And that's it; you're done for single-player game mode. As long as you keep your game saves/configuration, you don't need to type these commands in the console again. Multiplayer game: Type the following into the console: seta g_dismember 100 Press Enter. This command enables the slicing off of body parts due to lightsaber blade damage in the game, but in itself it does not really amount to anything. We need to apply the following next: seta cg_dismember 2 This command sets the value responsible for the dismemberment of characters to allow for the slicing off of hands, feet, arms, legs, head, and torso with a lightsaber. If you prefer it to be only arms and legs, you can swap the value 2 with 1 in the command. Finally, we should enable soft bodies, so that fallen characters do not appear as solid blocks, but as flesh and blood objects: seta broadsword 1 And that completes the picture. Your multiplayer game is set for realistic lightsaber combat. Of course, when playing online these settings will depend on what the server you're playing on is configured to allow by its administrator, so it may not work on every occasion -- but it will work in solo game mode at least. Going back to the default settings: If you wish to revert back to the game's default lightsaber combat settings, bring up the console and make sure that advanced changes are enabled (see first steps above). Simply type "reset" and the name of the setting to be set back to default, like so: reset g_sabermorerealistic The game's engine will reset the value of that setting to its default. Repeat this for all the settings you've changed. Note: You can also type just the name of a setting to see its current value. This allows you to see what is currently in effect in your game. Quick setting/value reference: SP: g_sabermorerealistic //sharpness of lightsaber blade0 (normal), 1 (higher damage), 2 (cuts parts off when damage is fatal), 3 (even touching the blade kills instantly) g_dismemberment //how much can get sliced off0 (nothing), 1 (hands, feet), 2 (hands, feet, arms, legs), 3 (hands, feet, arms, legs, head, torso) g_dismemberprobabilities //how likely dismemberment is to happen0 to 100 (the number being the chance in percentage) g_corpseRemovalTime //dead bodies' disappearance0 (leave bodies), 1 to 120 (the number seconds after which the bodies will disappear) broadsword //soft bodies (rag-doll physics)0 (disabled), 1 (enabled), 2 (enabled and skips death animation) MP: g_dismember //disable/enable dismemberment0 (disabled), 100 (enabled) cg_dismember //how much can get sliced off0 (nothing), 1 (hands, feet, arms, legs), 2 (hands, feet, arms, legs, head, torso) broadsword //soft bodies (rag-doll physics)0 (disabled), 1 (enabled), 2 (enabled and skips death animation) Closing notes: Special thanks to Ent and Vulcan, without whose help I would not have gotten around to writing and completing this tutorial. I hope you all find it useful and handy for reference.
  4. This tutorial attempts to explain in detail the console commands used to enable a realistic lightsaber combat simulation in your Jedi Academy game. Launch the game. In the main menu hold Shift on your keyboard and press the tilde key (~) to bring up the game console. Single-player game: Type the following into the console: helpusobi 1 Press the Enter key on your keyboard to apply the new setting. This command allows us to make advanced changes to the game. Then, type the following command and press Enter: seta g_sabermorerealistic 2 This command raises the damage level of a lightsaber to the point where it can cut apart an opponent as seen in the original Star Wars movie when Old Ben draws Luke's lightsaber in the bar scene. Next, type the following: seta g_dismemberment 3 This command sets model dismemberment to the highest level. This means that any part of a person can be sliced clean off if a lightsaber kills them, be it their hands, feet, arms, legs, head, or torso (as seen in the final Darth Maul scene in The Phantom Menace). If you find neck and torso slicing not to your liking, you can type 2 instead of 3 for the value in this setting, and that will limit dismemberment to only hands, arms, legs, and feet. Next, we need to set the likelihood for dismemberment to occur. Type the following into the console: seta g_dismemberprobabilities 40 If you'd like for it to happen every single time you kill an enemy in the game, set the value of this setting to 100 instead of 40. The following two settings should only be turned on if you have a computer that has enough strength to run the game smoothly. Type: seta g_corpseRemovalTime 0 This will force the game to keep the bodies of fallen enemies on the ground after they have been killed, and not remove them. (Some body parts will still be removed, unfortunately, but at least something of them remains.) Type: seta broadsword 1 This setting will turn the bodies of fallen characters from solid to limp, so that they appear more like real flesh and blood objects if they fall or if they are moved. And that's it; you're done for single-player game mode. As long as you keep your game saves/configuration, you don't need to type these commands in the console again. Multiplayer game: Type the following into the console: seta g_dismember 100 Press Enter. This command enables the slicing off of body parts due to lightsaber blade damage in the game, but in itself it does not really amount to anything. We need to apply the following next: seta cg_dismember 2 This command sets the value responsible for the dismemberment of characters to allow for the slicing off of hands, feet, arms, legs, head, and torso with a lightsaber. If you prefer it to be only arms and legs, you can swap the value 2 with 1 in the command. Finally, we should enable soft bodies, so that fallen characters do not appear as solid blocks, but as flesh and blood objects: seta broadsword 1 And that completes the picture. Your multiplayer game is set for realistic lightsaber combat. Of course, when playing online these settings will depend on what the server you're playing on is configured to allow by its administrator, so it may not work on every occasion -- but it will work in solo game mode at least. Going back to the default settings: If you wish to revert back to the game's default lightsaber combat settings, bring up the console and make sure that advanced changes are enabled (see first steps above). Simply type "reset" and the name of the setting to be set back to default, like so: reset g_sabermorerealistic The game's engine will reset the value of that setting to its default. Repeat this for all the settings you've changed. Note: You can also type just the name of a setting to see its current value. This allows you to see what is currently in effect in your game. Quick setting/value reference: SP: g_sabermorerealistic //sharpness of lightsaber blade 0 (normal), 1 (higher damage), 2 (cuts parts off when damage is fatal), 3 (even touching the blade kills instantly) g_dismemberment //how much can get sliced off 0 (nothing), 1 (hands, feet), 2 (hands, feet, arms, legs), 3 (hands, feet, arms, legs, head, torso) g_dismemberprobabilities //how likely dismemberment is to happen 0 to 100 (the number being the chance in percentage) g_corpseRemovalTime //dead bodies' disappearance 0 (leave bodies), 1 to 120 (the number seconds after which the bodies will disappear) broadsword //soft bodies (rag-doll physics) 0 (disabled), 1 (enabled), 2 (enabled and skips death animation) MP: g_dismember //disable/enable dismemberment 0 (disabled), 100 (enabled) cg_dismember //how much can get sliced off 0 (nothing), 1 (hands, feet, arms, legs), 2 (hands, feet, arms, legs, head, torso) broadsword //soft bodies (rag-doll physics) 0 (disabled), 1 (enabled), 2 (enabled and skips death animation) Closing notes: Special thanks to Ent and Vulcan, without whose help I would not have gotten around to writing and completing this tutorial. I hope you all find it useful and handy for reference.
  5. JKHub

    xNormal

    Version 3.17.16

    1,943 downloads

    Q: What is xNormal? A: xNormal is an application to generate normal / ambient occlusion / displacement maps. It can also project the texture of the highpoly model into the lowpoly mesh ( complete texture transfer, even with different topologies ). It also includes an interactive 3D viewer ( with advanced shaders and realtime soft shadows / glow effect ), some Photoshop filters and importers/exporters for 3dsmax (Max7-2013) and Maya (8.5-2013). It supports high levels of parallelism using multicore/multithreading, distributed/parallel rendering, ray tracing and advanced GPGPU techniques. (NOTE: The latest version 3.19.2 available for download at www.xnormal.net deprecated all x86 plugins for older versions of 3ds Max and Maya that are still heavily used by this modding community-- these x86 plugins are last available in version 3.17.16 and thus my reason for making this tool available here as it is no longer possible to download it or its SDK on the internet. Additionally, v3.19.2 no longer supports the dotXSI file format. So we must use v3.17.16 if we want to bake normal maps using dotXSI files). Q: How much xNormal costs? A: Absolutely nothing. It's free for any use, including commercial one. No price and no fees at all. If you like it, please, help them by sending bugs/feedback, examples of your art or mention xNormal in your project. Q: I can't use other normal mappers because they calculate their own tangent space and they only allow to use a kind of mesh format. Does xNormal include a SDK to make my own importers, exporters and plugins? A: Yes, xNormal includes a complete and easy-to-use C++ SDK to write plug-ins. You can make image or mesh importers/exporters,etc... One of the key features of the xNormal SDK is the ability to customize the tangent basis. Please, take a look at this link to know why it's so important: http://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps (NOTE: I've also included the 3.17.16 SDK since it is no longer available to download). Tutorials for using XNormal can be found here: http://www.xnormal.net/Tutorials.aspx Finally, if you get an error on program start about missing an OpenRL dll then simply rename the extension on the MapRenderer_OpenRL.dll to .bak in the x86 and x64 plugins folders. It isn't needed and the program can function without it. Or you could try to reinstall the OpenRL runtime if you're using a graphics card that requires it.
  6. 803 downloads

    OpenJediProject Enhanced Source Code (2013) This is the last source code of OJP Enhanced released by Razorace on lucasforums.com (2013) before the site goes down. This is not the exatly the source corde of OJP 1.2 (2008) but a later version (2013) which was never officialy released. So if you compile this source, you will get some minor differences with the compiled OJP 1.2. OJP Team : razorace@hotmail.com http://www.moddb.com/mods/open-jedi-project-enhanced Presentation of OJP : Master your weapon. Master the Force. Master yourself. The Open Jedi Project (OJP) is an open source modification for Raven Software's Star Wars Jedi Knight: Jedi Academy. Aiming to develop innovative, fun features to the base game, OJP, led by Razor Ace, brings together dedicated fans to integrate their vision of what a Star Wars game should feel like with those of others. Open Jedi Project consists of two mods: Basic and Enhanced. Whereas Basic serves as an unofficial patch to fix bugs and increase the capacity for other modders to experiment in baseJKA, OJP: Enhanced breaks new ground with major overhauls to the Jedi Knight gameplay. Open Jedi Project Enhanced (OJP: Enhanced) makes major gameplay alterations that not only build upon existing features that make base JKA fun, but also introduces new features that greatly increase immersion into epic Star Wars battles. You can find the original OJP 1.2 here : http://www.moddb.com/mods/open-jedi-project-enhanced/downloads/ojp-enhanced-version-012 Or the same version with some assets fix here : https://jkhub.org/files/file/1972-openjediproject-v12-fixed-by-fja/ and a patch to fix some coop maps : https://jkhub.org/files/file/2341-ojp-coop-maps-fix/ I thank Razorace who allowed me to put this source code on JKHUB.
  7. 225 downloads

    Author; This map was totally made by Desostros,who is a part of Digital Core.DC is a mapping team that consists of myself (Deso) and Stormkiller. Description; "Sith choas dimention." is a medium sized JKA map made for duel AND FFA purposes.Ideal for duels.This map is botrouted. Other info; This PK3 file contains some new textures and new shaders.
  8. 175 downloads

    Original Author: McCrusher Uploaded by eezstreet Message From Lando: "Welcome aboard the "Cloud Shark". She's a vintage cruiser I recently won in a game of chance, while I was a "guest" at Reloo's waste facility. Actually it wasn't until after I won her that Reloo threw me in his brig. But with the help of a friend I was able to collect her... My friend never told me how he did it.... or whats become of Reloo. The "Cloud Shark" still uses the old Fitnell-33 antigrav turbines. Well suited for the lower gravity on Bespin. I use her mostly for pleasure tours and hunting, the cruiser has enough lift to carry a netted Rancor or Wind Dragon. Lately with the increased activities of the remnant Sithe I've been holding grudge matches or duels between Jedi upstarts and under-trained Sithe. I've been using the Cloud Shark to transport the competitors to and from the arenas. This is where you come in. I need a ringer for the sabre tournaments that can throw a match, as well as win - when the need arises. I'll give you a fare percentage of the take. Cloud City needs a new holo theatre, this is the only way I can think of to raise some funds quickly. There are three arenas in total - well four if you count the supply store under Kyle Katarn's hanger. One arena the "Fishtank" can double as either a free-for-all or 1vs1 arena. There are health and shields in every arena to top-off after you win a duel. You can also fight in the same arena as someone else if you initiate a "challenge duel" with your opponent. The rules are simple and follow the elf clan Sidhe format: -Fight only in the arenas, if there is a line then wait your turn. -Signal to your opponent with either a slash (Sithe) or bow (Jedi) when your ready to duel. -Fight to the finish, no health, no shields during the match. Unless you're in a Free-For-All then anything goes in that arena. -Fight with honor, unless you are a Sithe, then...just fight. -Hunt, Kick, or Ban those being a nuisance. The rules are list at the helm console of the Cloud Shark incase you for get them. Good luck, I'm counting on you. P.S. Place the CloudShark.pk3 in the base folder, example: (C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base) That should upload the coordinates to the Cloud Shark and the sabre tournaments. Lando C. - out." Author: MrCrusher File Name: CloudShark File Size 1.8 megs Date Released: May, 19 2002 Description: 1vs1 dueling map with three arenas and a Big hover craft. Other maps: For Rune - 1on1Arena, Death and Ressurection, Odin's Arena. Cloud Shark is first map with Radiant. No bot support. This map is for real players who Duel and do not wish to wait in long duel server lines.
  9. JKHub

    Jedi-Mart

    408 downloads

    Author: Fir`en Darkhaven A simple spoof off of Wal-Mart. It's got many of the same features as a Wal-Mart, and perhaps a bit more. As of this point, I decided to ditch several ideas that I had had to move on to a different map project. I know FPS is a little shaky in some parts (possibly more so outside, since it's a lot larger) but it's the best I could do in a massive area. It's my first map that I've made (so I know it's probably lacking) but I hope you guys enjoy! New Music: YES New Models: YES New Textures: YES Bot Support: NO
  10. Version v2

    988 downloads

    Author: SMoKE_89 Date: 12-10-2007 Version: v2 Knights of the Old Republic Series: =================================== The KotOR Series is a series of maps in production by SMoKE Designs and Kessno Productions. They are all based off of certain locations in the games 'Star Wars Knights of the Old Republic', and 'Star Wars Knights of the Old Republic II: The Sith Lords'. Website: http://smokedesigns.thejefffiles.com/kotorseries Forum: http://www.thejawaclan.com/smokedesigns/viewforum.php?f=6 Dantooine: Jedi Enclave: ======================== This installment in the KotOR Series is called Dantooine: Jedi Enclave. The Jedi Enclave on Dantooine is a hidden refuge for the Jedi, where they can train new generations of Jedi, and be of help to the locals at the same time. The fleet of Darth Malak bombed the Enclave into a big pile of rocks in his search for the Jedi Bastila Shan. Website: http://smokedesigns.thejefffiles.com/kotorseries/dantooineEnclave Forum: http://www.thejawaclan.com/smokedesigns/viewtopic.php?t=12 Installation/Uninstallation: ============================ To install, you must extract the KotOR_Dantooine_Jedi_Enclave.pk3 file into the GameData\Base-folder where your Star Wars Jedi Knight: Jedi Academy-game is installed. The default path is: "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base" To uninstall, you must remove the KotOR_Dantooine_Jedi_Enclave.pk3 file. Credits: ======== - SMoKE - Kessno - DL Thanks to: ========== - Inyri Forge for her excellent computer console model, and for being a fellow KotOR lover - lassev for some helping out with ICARUS - Darth NormaN for reminding me of Brush Cleanup - lemog for his fantastic free online archive of seamless textures - Kessno for several reasons, like reminding me that the map was in progress - ObiWanKenody for making a teaser trailer of the previous version of this map - The blokes over at SMoKE Designs Official Forums for their great support through hard times Special thanks to: ================== - George Lucas - The people behind Star Wars Knights of the Old Republic - The people behind Star Wars Jedi Knight: Jedi Academy BETA testers: ============= - SMoKE - ObiWanKenody - MaceCrusherMadunusus - (JAWA)LeaderLink - Inyri Forge Links: ====== - SMoKE Designs www.smokedesigns.co.nr - Kessno Productions www.kessnoproductions.thejefffiles.com - Knights of the Old Republic Series www.smokedesigns.thejefffiles.com/kotorseries - Inyri Forge's KotOR Map Objects http://jediknight2.filefront.com/file/KotOR_Map_Objects;77747 - Leveldesign by Darth NormaN www.darthnorman.de.vu - Lemog3d www.lemog.fr - Forge Productions http://inyri.atspace.com - JKA News www.jkanews.com - Mace's Mapping Center http://macesmapping.map-craft.com Author's note: ============== - I know alot of people will ask why I didn't make the Ebon Hawk interior, and the answer is simple, but somewhat hard to explain: When you are inside the Ebon Hawk in KotOR, it's MUCH bigger than it is when you're outside. And so, making those two pieces fit would be practically impossible. This be also the reason why I didn't make the loading ramp leading to the Hawk's interior, in case anyone wanted to know. - I also know alot of people will ask why I didn't make the Dantooine plains while I was at it, and there are several reasons: It would be extremely hard to make it look alright, considering the shape of the "hills" that are out there. If I for some reason should be able to make it, the map would be too big, or, I would have to place "invisible walls" everywhere, to limit the area. And if there are things I really hate in a map, it's "invisible walls". - Additionally, if anyone's going to ask why the skybox is so easy to hit, that would be because the structure of the original map itself did not open up for alot of bunny-jumping. It would just mess up alot, and sometimes allowing the jumping player to see over the walls and into the rooms beyond it, which I do not want to happen - but it is regretable anyway. And so, as those three questions above has been answered here in the read-me, I will not be answering them later on, so don't ask.
  11. 420 downloads

    Author: SavageX InuYasha Skin Pack - featuring InuYasha, Sesshomaru, Kagome, Kikyo, Sango, and Miroku. All have team support and bot support. Some models have more than one default skin. These models have been updated for use in Jedi Academy. New models has also been included including Miroku and Sango's causal clothes. Kikyo and Kagome have a new additional default skins (Kikyo has a long hair version and Kagome has a short sleeve outfit) and InuYasha and Sesshomaru have updated skins. Uploaded by KyleKatarn1995
  12. 256 downloads

    Author: SavageX The RX-78-2 Gundam that was piloted by Amuro Ray from the show "MS Gundam". This is the JO version that features much better textures than the JK version
  13. Version 1.0

    395 downloads

    Author: Jake Keating This mod had been uploaded and shared with the written authorization of its author. The story takes place during Roman Era. You are Gluteus Maximus, a thief who is forced to fight as a gladiator. Will you become the best gladiator of the arena, of Roman Empire, and the crowd's favourite man? Or will you finish as lion's fodder, like many people before you? Show the mob what you have got! This mod contains a lot of new models, new textures and informations about the Roman Games culture. Uploaded by: lang_french
  14. 803 downloads

    Uploaded by Numfast "Star Wars Lady Jedi" is a mod for "Jedi Outcast" made be "Nazar Design Group" back in 2004. In this mod you play as a Jedi of Old Republic, Mariel Waterfall, who fights against The Empire(this mod came out before "Star Wars Episode III Revenge of the Sith", because of that here you see that Empire was born then Republic was still existing). Mod includes 12 maps. 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/Lady_Jedi#Plot -Installation-: Put the "LadyJedi" folder in your "GameData" directory of JO and launch it from mod menu in setup(menu will be on english, but gameplay - on russian) Optional: if you want to switch on blood just change extension of "ladyjedi_blood" file from "off" to "pk3" after dot. -Uninstallation-: Delete "LadyJedi" folder from "GameData" directory of JO. -Warning-: Some content of this mod is 16+, please take into consideration before downloading and playing. While playing "Lady Jedi" you can meet glithces that weren't in original release. This may happen because "Lady Jedi" was released as separate game, although it's still mod. I just took assets that this mod requires to work. -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 "Lady Jedi" 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.
  15. 486 downloads

    "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.
  16. Version 3

    1,188 downloads

    Author: YashTS These were some pretty good round sabers I found on filefront/jk3 files. These don't conflict with the hilts I use so they are ideal for me. Here's the realm that came with the file, it is also included in the zip: [update: new blade shape, sounds, and colors] These recreate the blades seen in ep2. The screens are pretty bad so check it out yourself in the game. Remove any other saber mods (INCLUDING MY OLD ONES IF U HAVE EM). Put selected pk3's in gamedata/base folder (jka or jk2). The colors in the ep2.blades_v3.pk3 are using the originals. So if you want the new colors, add the other pk3's to the gamedata/base folder. Comments : have fun Update in Detail : -Fixed the saber swing (more accurate to the movie). -The shape of the blade redone -Fixed up the sound pack with cleaner sounds(episode 2 sounds). -Fixed up some colors (colors inside the pk3)
  17. 1,078 downloads

    This is a modification for the Lucasarts/Raven Software PC game Star Wars® Jedi Knight®: Jedi Academy. This file was created by Amidala (operator of the Chop Shop Jedi Academy and Jedi Outcast servers). -------------------------------------------------------- Concept The television program "Extreme Makeover" takes average people and gives them thousands of dollars worth of aesthetic (plastic) and surgery, professional hair and makeup styling, and a new wardrobe, to make them as attractive as possible. I decided to give my favorite bad-girl Tavion an "Extreme Makeover" with laser tattoo removal, hair and makeup changes, and some wardrobe "improvements" to make HER as attractive as possible. Each Tavion skin has color-coordinated feathers, eyeshadow, and nail polish. Default Tavion has hazel eyes, Red Tavion has green eyes, and Blue Tavion has blue eyes. --------------------------------------------------------
  18. Version 1.1

    353 downloads

    An update to the Dark Forces Mod Demo for Jedi Outcast, fixes some bugs with the mod and improves it a bit. Author : Dark Forces MOD Team E-Mail : darth_linux@planetblood.com Website : http://darkforces.jediknightii.net File Name : demo_update.pk3 File Size : 6177kB Date Released : 8/7/03 Description : Additonal files and updates for the Dark Forces MOD Demo Installation : Add this PK3 to your current Dark Forces MOD demo installation, where you have the demo_game.pk3. Requirements : Jedi Knight II must be patched to version 1.4 to work. The files demo_game.pk3, demo_music.pk3 and demo_video.pk3 are also needed. Comments : - Release Notes : - fixed shot effects for the Bryar pistol (including Imperial Officer shot) - added completely new Kyle model - EAX support for the Secret Base demo level - more sparkly helmet for the Imperial Commando - new Blaster and Bryar pistol models and skins - "correct" menu music - some shader fixes - one menu fix
  19. 661 downloads

    Author: Orbitius This has been an ongoing project for several months now, but sadly its not complete. I decided to release it as it is, unfinished, because im moving on do to bigger and better things. Q3 engine just can't satisfy me anymore. Anyway, some of the things that we were planning on doing with this map were a complete weapons replacement mod; ak47s, uzis, Rpgs, etc... Also, a complete replacement of items and pickups... Also, new vehicles such as the huey on the roof and speed boats... And i was planning on doing a "modified" siege gametype... All this would have been great but i felt it wasn't worth the effort for JA. Sorry... Another game, another time. It is in fact likely that we'll work on a mod like this for another game.. We're not sure what, probably UT04. For those who care, the real reason i'm moving on is that i'm just tired of getting ignored for my NON-Star wars themed stuff.
  20. 1,248 downloads

    This map is basically for the retail version of Jedi Outcast. What you have to do is type in "map demo" in the console command. And there you go!
  21. 89 downloads

    AUTHOR : SAV11 E-MAIL : seb_man188@yahoo.com RELEASED: August 2009 DESCRIPTION These are reskins of Kyle with cool t-shirts and cool shoes. There's 2 default kyles each with team colors making a total of 6 kyles (6 unique shirts, 6 unique pairs of shoes). All shirts/shoes are modeled after actual shirts/shoes. _________ Kool Kyle 1______ Kool Kyle 2___________ Defaults: Carlton Banks Tee Run DMC Logo T-Shirt Reds : JBWKZ Shirt Ecko Shirt Blues : Hollister Co. Tee I Run My Block T-Shirt NPCs Spawn NPC by opening console (Shift + ~). For Carlton Banks Tee type : /npc spawn kyle_kool1 For Run DMC Logo T-Shirt type: /npc spawn kyle_kool2
  22. 426 downloads

    Ghost In The Shell: Tokyo map by Captainm http://mapdesign.uw.hu captainm@playware.hu English: This map based on the Ghost In The Shell anime. I saw this movie and I started to create this part of Tokyo. If You want to get the feeling of the movie, please download this weapon mod pack, and copy the weapons from there: http://www.pcgamemods.com/15519/ Building time: 4 weeks Install: copy the pk3 file to the base directory Uninstall: delete this file 2005. Ghost In The Shell: Tokyo map by Captainm The Jedi Knight series and all of those things are property of Lucasarts, All Right Reserved
  23. JKHub

    Boba Fett ESB

    426 downloads

    Author: Ownedbacon DESCRIPTION: I reskinned Boba Fett using numerous photo references to recreate his original look from Empire Strikes Back. Giving him his green gauntlets, green jetpack, alternate wookie braid scalps, and a more subtle color for his armor since the movies weren't as vibrant as the base model. I altered the cape and I also changed the color of the jumpsuit to as well. In addition to all of this I added Boba Fett's original sounds from both Empire Strikes Back and Return of the Jedi. BUGS: There aren't any i am aware of. I had some problems with the shaders but i believe those are all resolved. COMMENTS: There are two different characters in this mod. One of the original Boba Fett and another of the Clone Boba Fett. The models are named: boba_esb boba_esb_clone Permissions: This can be used as long as credit is given, Include readme as well.
  24. 416 downloads

    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.
  25. Version 1.1

    282 downloads

    Author: Zymotico This is the Anakin's Custom Jedi Starfighter seen in Clones Wars.
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