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JKHub

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Files posted by JKHub

  1. Snowball Mod

    Author: zag and =Someone=
    Changes the model, skin, effects and sound of the thermal detonator to resemble a snowball.


    Completion Date: 11/12/2005

    Credits:
    Model/Skin/String files - =Someone=
    Effects/Sound - zag

    Installation Instructions:
    Place snow_balls.pk3 in Gamedata/base folder.

    Notes:
    This is the third version of my snowball mod, the first of which was made for jk2 and bundled with my first released map.
    Unfortunately this mod is not compatible with the MovieBattles mod, maybe in the future someone will make a version compatible with it but it wont be me as this is my last submission to the JKA modding community before i move on to greener pastures.
    Thanks to =Someone= for helping me perfect this mod, ive finally got it exactly how i imagined it should be all those years ago.
    To check out more of my (mapping) and =Someones= work visit www.moviebattles.com

    137 downloads

       (1 review)

    1 comment

    Submitted

  2. Jedi Temple

    Title : Jedi Temple
    Type : FFA/TFFA
    File Name : jeditemple_ta
    File Size : 23.919 Mb
     
    Author(s) Map: =tom=
    Layout:=tom=/ACiDUS
    Textures:=tom=/ACiDuS
     
    Date of Release : 20/06/2007
     
    Email Address : mariocheret@hotmail.com
     
    Homepage : http://mbgs.tk
     
    Description : This is our vision of the Jedi Temple.
    This map was originaly made for The MovieBattles II mod(http://www.moviebattles.com/)
     
    Note: This is an FFA version based on the Movie Battles II map from Build 18.
     
    No youngling NPC's available, but plenty of weapon spawns.
     
     
     
    Special thanks to:
     
    - =Some0ne= for the statue in the Blue Hall (never released separatly specially made for this map)
    - Pahricida for the head model in the Jedi Archives (never released separatly specially made for this map)
    - Mars Marshall "NeoMarz1" for the GunshipVM
     
    Additional Credits to: The MovieBattles Team and Community.
     
     
     
    ================================================== ==============
     
    * Play Information *
    JK version required : Jedi Academy version 1.01
     
    Bot-Support : NO
    New Textures : YES
    New Music : YES
    New Shader : YES
     
    * Construction *
     
    Editor(s) used : GTKRadiant 1.4, Fireworks
     
    Known Bugs : none so far
     
    Tech. Details Total Brushes: 18579
    Total Entities: 4124
    Net Brush Count: 10144
     
     
     
    Install-Instructions : Extract Jedi Temple to your GameData/Base/ directory
     
    Deinstall-Instructions : Delete Jedi Temple from your GameData/Base/ directory
     
     
     
    Have fun with it!
     
    ================================================================
     
    * I admit that *
    (as required by the LEC Licence 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 & ©
    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 *
     
    WARNING. YOU MAY *NOT* USE ANY OF MY TEXTURES. IF YOU WISH DO TO SO PLEASE EMAIL ME FIRST. THANK YOU.
     
    Other editors may NOT use this map as base for other maps, using reverse decompile methods.
     
    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).
     

    Uploaded by
    Tompa9

    2,494 downloads

       (14 reviews)

    14 comments

    Updated

  3. DarthStevenus's Lightning Enhancement Pack

    Author: Darth Stevenus
     
     
    This pack contains 10 different force lightning effects, a new force push effect, 3 weapon effects replacements, a new saber-type weapon, and a new 2 handed force lightning stance.
     
    Lightning fx -
    Datastream
    DragonRoar
    Lightning type 1
    Lightning type 2
    Lightning type 3
    Lightning type 4
    Lightning type 5
    Psychburst
    Stardust
    Twister

     
    Push fx -
    Shockwave

     
    Weapon fx -
    Arc Caster
    Megawatt Rocket Launcher
    Plasma Detonator

     
    Sabers -
    Force Pike

     
    Animations -
    New 2 handed lightning stance
    New force push anim (with Shockwave fx)

     
    Most of the fx come in several different colors such as blue, green, orange, pink, purple, red, yellow, white, and black.

    1,761 downloads

       (3 reviews)

    2 comments

    Submitted

  4. Toshi's Anakin & Darth Vader

    Author: Toshi
    This is my version of Anakin Skywalker from Episode 3: ROTS. It all started as a head mesh I made for a different character, which looked a lot like the whiny Jedi. I know, there are a lot of Anakin models floating around. I just wanted to make one for myself. To spice it up a bit I decided to toss an Anakin as Vader model into the pack. Turned out quite well.
    Known bugs:
    -Slight clipping in certain animations, unavoidable thanks to the JKA skeleton.
    -Arm caps show no texture on Anakin robed variants (messed up skin file?).
    -Animated control surfaces on vader appear black with only the glow showing in the character selection menu. Works properly in game.
     NPC names:
    t_anakin t_anakin-hoodup t_anakin-hooddn t_anakin-sith t_anakin-shoodup t_anakin-shooddn t_anakin-sithburned   t_vader t_vader-mask t_vader-reveal Get the lightsabers in this mod.
    Original WIP thread on Hapslash's Void

    Special thanks:
    ----------------------------------------------------------------------
    -Thanks to DT and o0paradox0o for their feedback.
    -Thanks to Buffy for her help with testing and gorgeous screenshots.
    -Thanks to all the people that helped me by testing the models.
    -Thanks to all the people at the invision games (the new era mod) forums.

    21,637 downloads

       (19 reviews)

    18 comments

    Updated

  5. Invisible Woman

    Original Author: Phonock
     
    Description:
     
    First of all this model(not released anywhere yet) belong to Toshi and he is kind enough to give me his unreleased model for me to make Invisible Woman skin.
    So I've made two version of Invisible Woman.
     
    1: Normal form(Sue Storm
    2: Turn invisible.
     
    To use Invisible Woman and Sue Storm in SP type playermodel invisible_woman and playermodel sue_storm in console. To Spawn both models as NPC type npc spawn invisible_woman and npc spawn sue_storm in console.
     
    Credits:
     
    A huge thanks to Toshi for giving me permission to use and reskinned his amazing model and thanks to Buffy for the screenshots.

    280 downloads

       (0 reviews)

    2 comments

    Updated

  6. The Dark Alliance II: Vengeance of the Sith

    Author: Steven Brown (Blaster)
    Date Of Release: August 2004
    Description:
    This is the sequel to my singleplayer map 'The Dark Alliance'. If you have not yet played 'The Dark Alliance' then I suggest you download and play it before you play this one. Also you may want to play 'The Mainframe 2.0' before you  play 'The Dark Alliance' to have the ultimate experience. 
    You can get them from the following websites:
    The Mainframe
    The Dark Alliance
    I hope you enjoy the final part of the Dark Alliance Trilogy just as much as I did making it. - Blaster
    Story:
    After the events at Narshaddaa the New Republic found that Tavion had somehow been able to clone Darth Vader. The Vader Clones are now being used as frontline troops for the Dark Alliance forces. With the death of their leader Tavion, the Dark Alliance are somehow still able to function and are taking control of countless star systems throughout the galaxy. The Jedis numbers are thin but with the help of Luke Skywalker and Kyle Katarn, the Jedi are still managing to hold their own against the almighty Dark Alliance.
    The New Republic now fear that the Dark Alliance may close in and try to seize the power from the Valley of the Jedi. This must not be allowed to happen. And so the New Republic have decided that it is time for the Valley to be destroyed.
    Countless Jedi Knights now keep watch over the demolition operation to hold back any attack that may come from the Dark Alliance.
    The New Republic have enlisted the help of Mara Jade to also assist with the operation and she is now traveling to the Valley of the Jedi to witness the destruction of the main Valley's fountain of power.
    FEAR IS THE PATH TO THE DARK SIDE. FEAR LEADS TO ANGER, ANGER LEADS TO HATE, HATE LEADS TO SUFFERING. - JEDI MASTER YODA
    Additional Credits:
    I am in no way responsible for the other models and MODS that have been included in this MOD. I only take credit for the maps. All other credit goes to the authors of the other MODS and you can see who is responsible for these in the closing credits at the end of the level.
    STAFF EDIT: We pulled the credits from the strings file. Credits are below.
    Vengeance of the Sith - Steven Brown (Blaster)
    Darth Vader MOD - Michael Frost
    Stealth Jedi Gear for Kyle - HapSlash
    Darth Maul Model - Adam "Cheshire" Lee
    Red Darth Maul Skin - Kurtis "Kman" Smith
    Reborn Ghost - Seraph
    Darth Cinerate (Vader Clones) Skin - Magnetixxx
    Darth Omega-Jedi Legend (Darth Shimzu) - KAZZZ
    Lord Anakin the Clone War Hero Version 2 (Darth Telroth) - {DX}Dastard
    Darth Malak Model - ksk h2o
    Han Solo Player Model - Major Clod
    Mara Jade Player Model & Saber Hilt - Edward Peretti
    Ancient Elder (Sith Lords Knight) Reborn Skins - BeakerBongload & Nova
    Sith Speeder - Monsoontide
    Quake 3 Jump Pad Model - Evil Lair
    Quake 3 Judge Model - Ewooz
    Sith Statue Skin - Zahriel Omega
    Classic Dark Kyle - JRA Wolf
    Sith Stormtrooper Skin - Jason (Fooky)
    Episode II Saber Blades - The RattleSnake
    Alaris Jedi Academy Hilt Pack - Alaris
    Clone Jar Map Object - Zymotico
    Battle-Droid Rifle and DL-44 - Dan Kapphahn
    Cinematic Saber and Weapons SFX - Patrick
    Prequel Saber Sound FX (Final) - Aryyn
    Lord Skulldron Voice (Darth Telroth's Voice) - John Tinning
    "Hud is really there" HUD/MOD - McCleod
    Vengeance of the Sith Menus - Zanatio

    Installation Information & Playing Notes:
    Make sure you have the latest patch for the game!
    Using Winzip or WinRAR, unzip the 'Vots' folder and the 'Vots.bat' file into the 
    JK3/GameData folder. Then simply double click the 'Vots.bat' icon to play.
    Once installed I recommend seeing how the game will be easier using either the staff or dual 
    lightsabers that it may be best playing the game on 'Jedi' difficulty with the single saber 
    and play the game on 'Jedi Knight' difficulty while using the saber staff or dual sabers.
    When selecting the single saber style please note that the style you decide to choose will be
    the only fighting style you will use throughout the whole level!
    <<<!!!MAKE SURE YOU HAVE ENABLED SUBTITLES IN THE GAME OPTIONS MENU, AS THEY ARE NEEDED 
    FOR THE CUTSCENE DIALOGUE!!!>>>

    Construction Information:
    Known Bugs: If there are any slowdowns try turning off 'dynamic glow' in the 'video options' menu. 
    You may want to skip certain cutscenes by pressing the use button. However the screen may appear to freeze but will have the words 'skipping cinematic' at the top. It hasn't froze, this is normal. You should just be patient and allow the cutscene to skip, which will happen after a few seconds.
        
    When part 4 is loading you may or may not have some problems. The briefing screen may freeze or you may get a 'CL_GetServerCommand:a reliable command was cycled out' error that will prevent you from going onto part 4. If this happens then you can try one of four things.
    Bring down the console with the combination of the 'left shift' and ` keys and then type in "map part_4" without the quotes and then press enter. If this doesn't work then try again but as it is trying to load, hit the 'escape' key to return back to the main menu and then try the above console command from the main menu. Quit the game and then reload the level. Restart the computer Reinstall the game and/or the MOD. Testing System Specifications:
    This MOD was tested on the following PC specifications:
    AMD Athlon XP 2400 Processor
    1GB DDR RAM
    ATI Radeon 9800 Pro Graphics Card
    Windows XP Home Edition
       
    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).
     

    803 downloads

       (1 review)

    5 comments

    Submitted

  7. The Dark Alliance

    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).

    672 downloads

       (1 review)

    0 comments

    Submitted

  8. The Mainframe

    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).

    649 downloads

       (1 review)

    0 comments

    Submitted

  9. Jedi-Dog

    Author: Darth Dizzy
     
     
    This mod adds a Jedi-Dog in the singleplayer selection screen and in the multiplayer profile.
    Jedi-Dogs are strange creatures from the planet Grrrwoof in the Outer Rim.
    There are also npc jedidogs. To spawn it (in SP), first type 'devmapall' in the console (helpusobi 1 in v 1.01) and then
    'npc spawn jedidoggood' for the light side Jedi-Dog
    'npc spawn jedidogevil' for the dark side Jedi-Dog
    'npc spawn jedidogmaster' for the strongest Jedi-Dog or
    'npc spawn jedidogpuppy' for the puppy version of the Jedi-Dog.
    The puppy's are little doggies armed with a blaster. You can spawn them to help you
    (but you need lots of them cuz they are extremely weak).

    592 downloads

       (2 reviews)

    2 comments

    Submitted

  10. Backhand Lightsabers

    Author
    HOUOU
     
    This lightsaber has a hilt upside down, and fights.
    Dual style is possible with this lightsaber hilt.
     
    Furthermore, the same lightsaber of the standard type and reverse Kyle Katarn's lightsaber are attached.
     
    The name of hilt is Sniper.
    This is from Jedi Sniper of the video game [EPISODE3: Revenge of the Sith].
     
    [saber Code]
    Backhand lightsaber ----- saber sniper_bh
    Standard lightsaber ----- saber sniper_single
    Backhand Kyle's saber ----- saber kyle_bh

    4,321 downloads

       (2 reviews)

    5 comments

    Submitted

  11. EternalJK

    EternalJK is a fork of OpenJK that focuses on jaPRO integration and Client Engine modifications.
    A simple guide to installing on Windows can be found here.
    If you have any suggestions or would like to submit a bug report, please post them in issues.
    License
    OpenJK is licensed under GPLv2 as free software. You are free to use, modify and redistribute OpenJK following the terms in LICENSE.txt.
    For players
    Installing and running EternalJK:
    Download the latest release. Extract the file into the Jedi Academy GameData folder. For Steam users, this will be in <Steam Folder>/steamapps/common/Jedi Academy/GameData/. Run eternaljk.x86.exe (Rename to jamp.exe for better steam support) For Developers
    Contributing to EternalJK
    Fork the EternalJK project on GitHub Create a new branch on your fork and make your changes Send a pull request to upstream (eternaljk/master) Maintainers
    eternal Contributors
    bucky loda

    5,081 downloads

       (0 reviews)

    0 comments

    Updated

  12. Eve of Redemption

    Author: Mercenary
     
    A Reborn is sent into the sewers by an Imperial Commander to find a hiding mercenary who carries the identity of a conspirator who has been trading sensitive data of Imperial operations.

    4,239 downloads

       (12 reviews)

    6 comments

    Updated

  13. 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

    623 downloads

       (2 reviews)

    5 comments

    Updated

  14. Episode III Jedi Starfighter

    Created by Gregory A. Birmingham (Manquesa)
     
    All modeling, skinning (except for the 3 new skins), effects (except for the engine exhaust and primary weapon fire which were made by Ravensoft), animations, shaders, .veh files, and gfx were created by Manquesa.
     
    WHAT'S NEW:
     
    This file includes 6 variants of the Star Wars Episode 3 Jedi Starfighter.
     
    Anakin's Yellow Jedi Interceptor -- made by Manquesa
    Obi-Wan's Red Jedi Interceptor -- made by Manquesa
    Anakins (or Darth Vader's) Green Jedi Interceptor -- made by Manquesa
    Yoda's Green Jedi Interceptor -- made by Dark_Cuillere
    Hot Rod Jedi Interceptor concept -- made by Dark_Cuillere
    Plo Koon's Blue? Jedi Interceptor -- made by Jadendecar (this version is Jadencar's concept of the Plo Koon version had Plo Koon used an Ep. 3 Jedi Interceptor instead of a the Ep. 2 stle JSF that he actually used in the movie.)
     
    All versions are equipped with an astromech droid. The astromechs used were created by Ravensoft. The skin on the astromech droid on the Obi Wan version is an edited version of the R2D2 skin created by Ravensoft, Edited by Manquesa. The skin on the astromech droid on the Plo Koon version is and edited version of the R2D2 skin created by Ravensoft, Edited by Jadendecar and Manquesa.
     
    Also fixed a problem with the original mesh in which the maingun mount support was in the wrong position, it was pushed back into the cockpit. I doubt anyone noticed though, I didn't until very recently.
     
    And lastly I also changed the secondary missile effect to better match what I originally intended it to look like. I used the ATST missile effect and placed my missile model on it.
     
    I am currently working on yet another version of this ship for a future release. One that will include a fully modeled cockpit interior as well as a few other changes to better match the way they looked in the movie. So be on the lookout out for version 2.0 to be released hopefully sometime in the not too distant future.
     
    Features:
     
    Multiple versions including an Anakins, Obi-Wan's, Vader's, Plo Koons, Yoda's, and a Hot Rod design.
    Animated wing foils -- can be flown with wing foils in the open or closed position.
    To fly with the wing foils open, simply perform a normal take off allowing the animation to be initiated.
    To fly with the wing foil closed, begin a normal take off, then press forward soon after take off making sure to do so before the animation can begin.
    Primary weapon fire -- green imperial lasers
    Secondary weapon fire -- missile's
    Barrel Roll -- using the "Step Left" and "Step Right" buttons (which I strongly suggest you reverse) will allow you to barrel roll and control the vehicle in a manner very much like the way they were flown in the movie.
     
    To spawn the vehicle, type:
     
    Anakins Jedi Interceptor -- /npc spawn vehicle manq-jsf
    Obi Wan's Jedi Interceptor -- /npc spawn vehicle manq-jsf-obi
    Anakins/Vader's Jedi Interceptor -- /npc spawn vehicle manq-jsf-vader
    Yoda's Jedi Interceptor -- /npc spawn vehicle manq-jsf-yoda
    Hot Rod concept Jedi Interceptor -- /npc spawn vehicle manq-jsf-hotrod
    Plo Koon's Jedi Interceptor -- /npc spawn vehicle manq-jsf-plo
     
    Please feel free to use this vehicle in any manner which you see fit with or without permission, I could care less. I'm releasing it so people will hopefully use it. I only ask that you credit me for my work.
     
    Thank you,
    Manquesa

    1,027 downloads

       (9 reviews)

    3 comments

    Submitted

  15. 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
     

    434 downloads

       (0 reviews)

    0 comments

    Updated

  16. ModView

    Used to view models outside of the game.
     
    Works for both Jedi Academy and Jedi Outcast

    6,420 downloads

       (6 reviews)

    3 comments

    Updated

  17. Boba Fett ESB

    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.

    425 downloads

       (7 reviews)

    4 comments

    Updated

  18. ForceMod 3 Advanced Version 4

    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
     

    563 downloads

       (3 reviews)

    0 comments

    Updated

  19. Jedi Academy Mod

    Original Author: cHoSeN oNe
     
    Description:
     
    This mod is the official mod for the Jedi Academy. A server-side only modification designed to keep the peace and order on the servers. This is the final chapter of this great series for Jedi Knight II: Jedi Outcast® as we get ready for Jedi Knight: Jedi Academy®. With that in mind, I set out and improved this mod with the way I wanted it to in the past. It's loaded with Admin Commands, Client Commands, Emotes, Options, and cVars; Extremely modified to meet any clans expectations. This is truly the only mod you will ever need to get that doesn't alter the normal gameplay of Jedi Knight II: Jedi Outcast® Please visit us at http://www.thejediacademy.net, http://jamod.jk3files.com or on IRC at #jedi-academy, irc.quakenet.org Stay tuned to the new mod Jedi Academy Reloaded for Jedi Knight: Jedi Academy® which will be bigger and better than the JA Mod series for Jk2.
     
    For a full description of the modifications and features, view the readme included with this file!

    265 downloads

       (1 review)

    1 comment

    Updated

  20. Imperial Outpost Part 1

    Original Author: Postman86
     
    Description:
     
    Your ship has been captured by an imperial outpost. Jaden, an apprentice of Kyle Katarn, must find a way out of the Imperial Outpost. This Outpost is alerted and some troops are on the way to dockingbay 134 where the ship has landed...
     
    Comments:
     
    Additional Credits to : Raven for making the game in the first place, great game!
     
    Installation:
     
    Move the contents of the Imperial Outpost folder into the Base folder of your JA directory.
    To start up the map, load the game and open the console. Then enter: map impoutpost_part1

    1,759 downloads

       (4 reviews)

    3 comments

    Submitted

  21. Harmony Temple

    //////////////////////////////////
    STAR WARS JEDI KNIGHT MODIFICATION
    //////////////////////////////////
    Author: Magnus D'Kana
    Contact: magnusdkana@hotmail.com OR Magnus D'Kana#9312
    Website: http://valleyofthejedi.boards.net/
    File Name and Version: harmony_temple.bsp, boss_battle_all.bsp and others such as models/textures/scripts/sounds etc.
    (Original) Release Date: 15/11/2019
    Build Time: 1 year and 9/10 months (not actual work time)
    Filesize: 107,119 KB
    ----------------------------------------------------------------------------------------------------------------------------------------------
    ***I found out that this map's npc scripts do not properly work on ja+, therefore if you want the full experience, play on base.***

    So I started this map, Harmony Temple (previously named Hidden Vale), a looooong time ago. In fact I started my process of learning to
    map alongside starting this map after only around a month of starting JKA (January 2018 specifically). I’ve come a long way since then 
    and I kept my old .map files which I look back on with horror lol. I have also kept a lot of the map true to how it started, most 
    notably the spawn area which was the first area I started on the map and has been heavily revamped many times as I have progressed 
    in my ability to map. Along the way of progress, I have had to learn many things about modding in JKA such as lighting theory, scripting, 
    advanced entity work, architecture, game design, modelling, sound editing, skinning, texture editing, texture creation, shader creation 
    and a lot more! Although I didn’t work on the map the ENTIRE  time between January 2018 and now, I still hope that the amount of time and 
    effort I put into this map and improving my knowledge shows in this final product and you enjoy it as much as I loved creating and testing it
    :).
    I will put in a disclaimer here...the boss battle map is fairly challenging-it is meant to test your limits as a player and as such the average 
    player will likely fail at the challenges... a lot. I just wanted to say that this is entirely what I intended. I based the challenges around 
    trial maps I have completed and most of those were super challenging and even frustrating but I always felt like I had improved by the end of 
    them (I even think my map is much easier than the trial maps I've played on xD). So my idea for these challenges was basically so that they 
    would challenge even the best of players and allow them to adapt to the challenge and grow as a player. Soooo yeah don't be disheartened if you 
    fail at them (if it makes you feel better I died to the crushers around 49/50 times back when they were almost double the speed they are now :P.
    ----------------------------------------------------------------------------------------------------------------------------------------------
    The Harmony Temple map features:
    -A spawn area, with combo training pads (from Virtue’s academy maps). It also has two portals-one to the combat area and one to the “pit”.
    -A med bay, with health and shield pickups to bring you up to 200hp and bacta tanks. It also features KOTOR kolto tanks and medical beds, allowing 
    RP.
    - A mess hall, which offers ability to RP (watch for the chimney coming from the fire pit blowing out smoke on the roof!)
    -An outside “hang-out” area, with gardens inspired by Skyrim’s College of Winterhold’s glowlight garden in the arch mage’s quarters. It also 
    features a crystal cave and several places to RP.
    -An entrance which leads to the pit, the combat area and the stairs.
    -A combat area, complete with two duelling rooms; a room for training various theories (theories used by The Valley of the Jedi community in 
    regards to duelling and movement) and also a drone room for practising aerials.
    -A “pit”, heavily inspired by Virtue’s pit on the academy maps and also Zach’s pit on The Valley of the Jedi. This pit uses rotating central 
    platforms, HP stepping stones and a central mini duelling platform.
    -A library, which features two side meditation rooms; an orb with a story (I call it the Eye of Magnus after Skyrim’s Eye of Magnus :P); 
    opportunity to meditate on different paths of the force and gain force boons and also a hidden armoury (try to find a hidden button somewhere...
    unless you want to cheat-then just use /noclip!)
    -Dorm room hallway, which contains unique master bedrooms on the right and more boring (...except one) student bedrooms on the left.
    -An entrance to a trial map I am working on (this will be useless to most seen as though I won’t be releasing to the public).
    -A council room, which has a strong theme of nature. It is said that the masters who gathered on the chairs had to use telepathy with the force 
    so they could hear each other over the loud waterfalls <_<.
    -The map also features a treasure hunt (using holocrons) and also a hidden password-locked door. There will be more info on this further down.
    ----------------------------------------------------------------------------------------------------------------------------------------------
    The Boss Battle map features:
    -A lava challenge room, which features a laser obstacle course, booby traps and hidden doors.
    -A “precision jump” challenge room, which features moving small platforms.
    -A crusher challenge room, which features fast crushers and another challenge (no spoilers).
    - A strafe challenge room, which features strafe jumps which probably range from around 3-8/10 for difficulty (10 being near impossible) 
    -A boss battle room, which features a scripted boss battle.
    ----------------------------------------------------------------------------------------------------------------------------------------------
    Information and Help:
    -These maps are quite big together and they contain .NPC files. If you are using the base MP client, it is likely you will have to remove other
    .pk3s which contain .NPC files (otherwise you'll get an error when trying to play). I personally never had this issue when I was using either 
    the openjk or the eternaljk client. I assume because they extend the limit of .NPC files.
    -Note that the boss battle map is really designed for a single player however, to make sure everyone has something to do, 4 players is the 
    recommended maximum. This is because there are 4 challenges and each challenge is quite hard to do with multiple people. To make sure everyone 
    gets a chance to play all of the challenges, you can simply restart the map with /rcon map boss_battle_all.
    -The holocrons around the map all contribute to make up one password-the numbers represent what order the letters are. The letters stand for 
    their respective colour so O=Orange for example.
    -It is possible the holocrons are very hard to find. As such, I will give some help. Comb every inch of the map, check shadowed areas, underwater, 
    try to break objects/walls with your saber and remember you can use your saber as a torch to search shadowy areas for hidden buttons!
    -The same advice as above goes for finding the hidden password-locked door. Once you reach the password door, I should tell you: the sequence resets 
    every time you get the order wrong. If you get the right colour, you will hear a confirmation sound; if you get the wrong colour....well you’ll 
    know-trust me >:D.
    -Once you have unlocked the door, press use inside the portal to change map to the boss battle map. This may or may not cause your game to crash. 
    If it does cause a crash, just do /rcon map boss_battle_all (you can also use this command if you want to cheat but I recommend doing the full 
    experience the correct way).
    -When you have spawned in the boss battle map, you will see two force fields. At the end of each challenge room, there will be a lever. 
    This lever will deactivate a force field when used. Also in the left room from spawn, you have to press all 3 buttons at the end of each trial, 
    and the centre “apparatus” will reveal the lever you need.
    -For some advice, the challenges are meant to test your patience and ability to think; along with testing game mechanical knowledge and skills. 
    Some rooms might feel a bit like cat mario but if you observe and use your own intuition, you can work out how to avoid the traps. Also...
    REMEMBER THAT (whilst using r_dynamiclight 1) YOUR LIGHTSABER IS NOT JUST A WEAPON-IT IS ALSO A TORCH! ?
    -The boss battle consists of 3 stages. If you defeat the 1st boss "aspect" and the forcefields do not turn off-do /devmap boss_battle_all and
    use /noclip to restart the boss battle.
    -After the boss battle has completed, you will receive a message. This glitches a bit for some reason and the messages might repeat 
    it's not too bad, just wait until the portal is on, and then press use on it to return to Harmony Temple. Like before, this may or may not 
    crash you/your server (for some reason, the boss battle portal always crashed the server I tested the map on, but not when I was in a solo 
    game-therefore I would reccomend doing /rcon map harmony_temple regardless, if you are on a server). If it does, restart and do /rcon map 
    harmony_temple (if it is a base server).
    -Recommended settings for boss battle map: /_dynamiclight 1, force jump 3, no force speed (makes it ez :P), /g_forceregentime 200 
    (it causes more frustration but force management makes the challenges more rewarding to complete), /com_maxfps 125, for ja+ servers-please
    allow base wall grabs (I think it's something like g_debugmelee but not sure) and also for ja+ servers-disable grapple. You also NEED force 
    push/pull level 3.
    ----------------------------------------------------------------------------------------------------------------------------------------------
    Thanks to:
    - Zachry D'Kana for letting me use prefabs and textures from his map (The Valley of the Jedi) and also for his HUGE help with a lot of things 
    including: help setting up my radiant for the first time; shaders; scripts; lighting advice; entity advice and help; teaching me how to make 
    area portals;  ideas; building a lot of the library for me and inspiring me to begin mapping with his own awesome maps!
    -Rhendo D'Kana for teaching me most of what I know about scripting; insisting I use clipping instead of arbitrary rotation (seriously thanks a 
    lot for that xD) ; advice; spotting bugs and introducing me to entities for the first time.
    -Reep D’Kana for always answering questions I had whilst making my map; advice; spotting z-fighting; amazing ideas and teaching me many things 
    I always wondered about such as how to make light flares.
    -Jaina D’Kana for letting me know how bad it was that she couldn’t splash in the fountain water (it’s been fixed now lol) and also spotting bugs 
    in my map.
    -Helena Revan for helping me fix a rotating script and giving advice for one of my challenge rooms.
    -Rich Diesal for his awesome tutorial series which helped me immensely when first learning mapping and I even continued to check back on certain 
    lessons even later on, down the line.
    -AshuraDX for helping me to fix a bad .map file my portal shader.
    -Asgarath83 for giving help on some NPC scripting.
    -Szico for his tutorial on rotating doors with area portals.
    -NAB622 for his tutorial on botrouting.
    -These are just a handful of people who have been SO helpful to me whilst I was learning every skill I needed to make my map. Because I have a 
    bad memory, I can’t possibly list everyone who has helped me-so I just wanted to thank anyone who has supported me through enthusiasm, teaching, 
    fixing etc. And even all the tutorials and forums posts I found to help me. I couldn’t have made nearly as awesome of a map without you all so a 
    big thanks to all of you!! ?
     
    Testers:
    -Jaina, Prospero, Reep, Rhendo, Zachry and Zhan-Thanks for all the advice for improvements and extra ideas...the map wouldn't be as awesome without
    all of you :).
    ----------------------------------------------------------------------------------------------------------------------------------------------
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    910 downloads

       (3 reviews)

    4 comments

    Updated

  22. Star Wars Lady Jedi

    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.

    797 downloads

       (4 reviews)

    21 comments

    Updated

  23. Komari Vosa's Lightsaber Hilts

    Author
    HOUOU
     
    These models are the amendment version of former model.
     
    All the texture of saber was drawn again. Models aren't changed.
     
    These lightsaber models are the hilt of Dark Jedi Komari Vosa.
     
    Komari Vosa appears from the video game "Bounty Hunter".
     
     
    [saber Code]
    hilt1 ---- "saber single_vosa1"
    hilt2 ---- "saber single_vosa2"
     
     
    It wasn't found.
     
    I think that the quality of the former texture was very bad. But now, my graphic technology is thought to improve in comparison with former times a little.I drew new texture because I wanted to confirm that.I think that it was improved surely.

    690 downloads

       (0 reviews)

    1 comment

    Submitted

  24. Jedi Academy Patch (PC)

    The official PC patch for Jedi Academy 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 JKAcademy1_01.exe to install. The installer will automatically search for the folder where you originally installed Jedi Academy and install all of the updates. If the update does not locate Jedi Academy on your system, you may need to reinstall the game from the original CD and then run the JKAcademy1_01.exe.
     
    Notes
    This patch is completely compatible with old single player save game files. All Multiplayer users must use Jedi Academy version 1.01.
     
    If you are experiencing low framerate, go into the Setup/More Video section and change dynamic glow to off.
     
    Gravis gamepad users should turn force feedback to off. The current Gravis drivers are not compatible with Jedi Academy and will cause the game to crash.
    If you experience hiccupping while playing, especially during light-saber battles, go into the Control, Mouse/Joystick section and set force feedback to "No".

    39,750 downloads

       (6 reviews)

    4 comments

    Updated

  25. Elite Plasma Sword

    Author : {THC}ShovelHead
     
     
     
    Description : This mod will give you the "Plasma Sword" carried by the Covenant Elite Commander from HALO .

    574 downloads

       (1 review)

    2 comments

    Submitted

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