-
Posts
606 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Files posted by JKHub
-
Dark Forces 2 Saber Pack
By JKHub in Lightsabers & Melee
Author: Gaara of the Sand
Submitted by: ShadowPhoneix
Originally by the JK3Files user Gaara of the Sand, this was unfortunately lost due to JK3files shutting down. But I had it on my harddrive, so I thought, since this was so popular, allow me to give it back to you JKhub. You're welcome.
Readme and everything from the original is included. I hope you guys don't mind that Wookiepedia shot of Kyle igniting his lightsaber for the file.
1,280 downloads
- Star Wars
- Lightsaber Based Weapon
- (and 1 more)
-
Dark Forces Mod
By JKHub in Single Player
***************************
JEDI ACADEMY MODIFICATION
***************************
Title : Dark Forces Mod for Jedi Academy - Demo Version
Author : The Dark Forces Mod Team
E-Mail : darth_linux@msn.com
Website : http://darkforces.jediknight.net
File Name : dfmod_2008.zip
File Size : 428 MB
Date Released : 1/27/2007
Description : Files required to play the Dark Forces Mod Demo.
The Dark Forces Mod aims to recreate the levels and playing experience of the
LucasArts game "Dark Forces" using the modern 3D engine found in the game
Jedi Knight: Jedi Academy. This demo contains the first 6 levels of the game.
This is the third release by the Dark Forces Mod Team, who, in November 2002,
released a demo of the mod for Jedi Outcast. This release was met with wide
critical acclaim, and it is our pleasure to present you with the third and final release.
For more information, please visit our website. Enjoy the mod!
Installation : Make a new directory calld "dfmod" inside your Jedi Academy/Game Data directory. Unzip the
contents of the the demo ZIP into this directory. Make a new shortcut to jasp.exe on your desktop
and edit the shortcut properties, adding this to the target line: "+set fs_game dfmod" Double click
the icon to begin. Make sure you go into the Setup screen to change your keyboard preferences.
Requirements : Jedi Academy must be patched to version 1.01 to work.
Please set your graphics options to their highest settings for maximum enjoyment.
Comments : Behind a veil of secrecy the evil Empire is creating a doomsday army--one that,
if finished, will become the final cog in the Empire's arsenal of terror and
domination. Your Mission?
Join the Rebel Alliance's covert operations division, infiltrate the Empire, then
battle every man and machine the Imperial Forces can muster. Search a vast galaxy
for clues, attack enemy bases - all in a desperate attempt to stop the activation
of this fearsome new weapon.
It's you and your blaster against an entire Empire. May the Force be with you.
Release Notes : Note that there are a few controls different to Jedi Academy. Please
check out your controls and adjust accordingly.
Known Bugs/Issues *Dianoga makes no distinct "attack" sound when attacking player.[no known solution]
*Concussion Rifle" appears at times in Weapon Inventory when Left Arrow is clicked. [no known solution]
*No lip sync in Sewers cutscene if EAX is enabled. [EAX should be disabled for this mod.]
*Light Saber appears in some levels if melee weapon is chosen. [no known solution]
*There is no animation when throwing the Detonator [JA engine does not have one]
*Size of Concussion Rifle and Repeater Gun ground weapons are very small. [salv could possibly resize them larger]
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
12,129 downloads
- Complete Overhaul
- Contains maps
- (and 4 more)
-
Dark Forces Mod for Jedi Outcast Demo
By JKHub in Single Player
The original Dark Forces Mod demo for Jedi Outcast, made by the same team that made the Dark Forces 6 level demo for Jedi Academy, Enjoy!
***************************
JEDI KNIGHT II MODIFICATION
***************************
Title : Dark Forces MOD for Jedi Knight II Demo - Game Files
Author : Dark Forces MOD Team
E-Mail : darth_linux@planetblood.com
Website : http://darkforces.jediknightii.net
File Name : demo_game.pk3
File Size : 12 MB
Date Released : 11/27/2002
Description : Game files required to play the Dark Forces MOD Demo
Installation : Create a new directory in the "GameData" sub directory of your
Jedi Knight II folder called "dark". Place the demo_game.pk3 inside.
Load up Jedi Knight II, goto the "Setup" menu, then "MODS" and click
on "dark", then "Load Mod". To start a new game click on "New Agent".
Enjoy!
Requirements : Jedi Knight II must be patched to version 1.4 to work. The files
demo_music.zip and demo_video.zip are also needed.
Comments : Assume the role of rebel agent Kyle Katarn and infilitrate
the Imperial Base in which the Death Star plans are kept. Find
the plans, and make your escape.
Release Notes : This is a demo! This does not neccessarily reflect the final
version of the MOD! Also note that this is not attempting in any
way to be an exact replica of the original Dark Forces game. Many
things are different, aswell as many being the same. Enjoy this
demo, but please bare these points in mind.
Note there are a few controls different to Jedi Outcast. Please
check out your controls and adjust accordingly.
Known Bugs/Issues : Briar pistol secondary fire does not work 100%
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
564 downloads
- Contains weapons
- Contains maps
- (and 3 more)
-
Dark Forces Mod for Jedi Outcast Demo Update
By JKHub in Single Player
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
357 downloads
- Contains weapons
- Contains maps
- (and 4 more)
-
Dark Forces Mod Source Files
By JKHub in Source FIles
Submitted by Ramikad
These are the complete source files of the original Dark Forces Mod for Jedi Knight: Jedi Academy. Permission to upload the source files here was granted by original team member Dave "Darth Linux" Turner (darth_linux@msn.com):
"Yes, feel free. Thank you"
It includes the maps, map sources, textures, player and weapon models as well as sounds planned to be used in the complete Dark Forces Mod.
Credits go to the original Dark Forces Mod team, I only uploaded the source files, which were released a long time ago, but are seemingly gone now.
560 downloads
-
Darth Malak
By JKHub in Player Models
Skin and Model by DarthViper107
Description:
Darth Malak is the former apprentice of Darth Revan. The two were being attacked by the Jedi and Revan was killed and Malak escaped. Malak then assumed the role as Dark Lord of the Sith. This is him as he is in the game: Knights Of The Old Republic on Xbox and PC by Lucasarts and Bioware.
Bot Support: Yes
NPC Support: Yes
Team Support: Yes
1,036 downloads
-
Darth Savet
Original Author: Slaughter
Description:
I completly reskinned the Darth Vos model (by Aaron Smith).
He comes with new Sounds and a new Saberhilt i modeled and skinned.
New Sounds: Yes
Bot Support: Yes
Team Support: Yes
Credits:
My Voice © me
Quinlan Vos Model ©Aaron Smith
Original textures © by RavenSoft
thx to Trauma Sensei for helping me getting the hilt into the game.
1,179 downloads
0 comments
Submitted
-
0 comments
Updated
-
Darth Stevenus' Duel Map Pack
By JKHub in Multiple Gamemodes
Author: Darth Stevenus
This is a map pack for JK2 containing three map files. They are:
Yavin: Temple of the Sun (duel) -An ancient temple on Yavin rumored to be the burial ground of a once powerful jedi and his 11 loyal disciples. Features quicksand which will instantly kill you if you touch the bottom. (Hint, there is also a secret area in this map).
Imperial Gravity Chamber (duel) -An Imperial chamber containing a gravity reactor (can be destroyed if you take the shields down). This map features, obviousely, reduced gravity.
Bespin Street Duel (duel and ffa) -Fight your way through the streets of Bespin! Not much else to say about this one.
All 3 maps have full bot support.
200 downloads
0 comments
Updated
-
Darth Tiras
Original Author: Slaughter
Description:
I tried to make a Sith Kel´dor with a Uniform kind of look to his clothes.
The hilt was supposed to fit it´s creator so it´s mainly white aswell.
New Sounds: Yes
Bot Support: Yes
Team Support: Yes
NPC Support: Yes
Credits:
Original Model © by RavenSoft
Original Sounds © by RavenSoft
1,551 downloads
-
DarthStevenus's Lightning Enhancement Pack
By JKHub in Cosmetic Mods
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.
1,771 downloads
-
Dash Rendar Resurgence
By JKHub in Single Player
Author: Mercenary
This is an enhanced port of my single player campaign released for Jedi Knight II: Jedi Outcast in 2003.
Dash Rendar has been hired to smuggle weapons to a mining colony planning a hostile takeover from a corrupt organization that has been exploiting them. After the reliable weapons supplier fails to meet at the rendezvous point, Dash goes on a search for him at the coordinates of where he last made communication.
2,071 downloads
-
Death Star Trench
By JKHub in Mixed Gametypes
Author: Darth Zappa
Original Release Date: 12-07-2004
The deathstar trench. Pretty self explanatory i guess. This is a team ffa dogfightin' map, with turrets on the surface. There is an exhaust port that goes kaplooie and awards 25 points to the first rebel that shoots it, but the entire map does not explode or anything like that. beware flying over the large deathstar gun dish - the gun is ARMED! if you fly into its shot path, it will fire. you will go kaplooie.
This map will NOT WORK WELL in FFA MODE. I STRONGLY RECOMMEND TFFA GAMES on HERE. to change to TFFA, set your server's g_gametype to 6.
This map is huge. In fact, it's as big as it can possibly be. If you had trouble running star destroyer siege, then don't bother with this. There is no 'inside' to the deathstar, other than the tie-fighter hangars. I have no plans to add the interior to this map.
I may add siege in the future; for now it's TFFA.
There are two versions of the map included:
deathstar_trench_v1 - has just basic x-wing and tie-fighter vehicles.
this version is good for folks who dont want to add any custom vehicles to their servers.
deathstar_trench_v2 - has several custom vehicles added to the map
- tie-advanced - darth vader's tie fighter
- tie-defender - a deluxe tie fighter from the EU novels and games
- tie-interceptor - the improved tie fighter from ROTJ
- y-wing - the rebel heavy fighter
- a-wing - small heavily armed fighter from ROTJ
- b-wing - the large heavy fighter from ROTJ
- millenium falcon (yt-1300) - heavy armed freighter, which is only enabled if the rebels make it to the far end of the trench
** IMPORTANT ** READ THIS ABOUT VEHICLE LIMITS **
This map uses many custom vehicles, and you might hit the limit allowed by JA. I STRONGLY RECOMMEND RUNNING A MOD such as 'ASTEROIDS MOD' or 'JAPLUS v2.2' which enables the server and client to have extra vehicles installed in your base folder. If you do not use a mod like this, you need to clean out your base folder of any other vehicles that you are not using on this map to run it.
If you are running a Mod that allows for extra vehicles, you can also install your vehicles in that mod's folder. For example, if you are running japlus, then you can put extra vehicles in the gamedata/japlus folder and they will only be available when you are on a server running that mod. This is a good method to keeping your base folder tidy and conflict-free.
** INSTALLATION **
put the deathstar_trench.pk3 into your base folder. If you are going to run the v2 version of the map with extra vehicles, put the vehicle .pk3 files into either your base folder, or (recommended) your mod folder, such as gamedata/japlus or gamedata/asteroids (whatever one you are using.) vehicles installed into a mod folder are only available during games that are running that mod.
Credits:
--------
map design and construction by darthzappa
custom vehicle models credits:
b-wing vehicle by Hatrus and Manquesa
tie defender vehicle by Hatrus
a-wing vehicle by Astromash and Manquesa
y-wing vehicle by Manquesa and Andy 867
tie interceptor vehicle by 7IM and Michael 'Chang Khan' Gummelt
tie advanced X1 vehicle by Raven Software, NeoMarz1 and Manquesa
yt-1300 vehicle by Raven Software and Manquesa
all original vehicle read-me files are included in a separate folder. Several of these vehicles are from the Asteroids Mod pack, to ensure compatibility with that mod.
Portions of this map were copy/pasted from Raven's star destroyer siege map, but i changed them around quite a bit.
52 downloads
0 comments
Submitted
-
Desann Warrior
Author: Darth Dizzy
New textures: Yes
Bot support: Yes
Team support: No
NPC: Yes
New sounds: Yes
Well this is a skin of a 'Desann Warrior', my first skin.
If you wanna use it in SinglePlayer just type in console 'playermodel desann_warrior'
324 downloads
0 comments
Submitted
-
Desert Streets
By JKHub in Free For All
Mapped by Roshi
This is a desert city based FFA map. It includes a few dueling arenas,
a council room, many outdoor areas, an small bar room, and a large rancor
arena. A few STAP vehicles are scattered around the map to help you get
around. A spawnscript is included to respawn the STAPs when destroyed.
Credit goes to Aaron Smith for the Jedi Starfighter model, and to Monsoontide
for the STAP vehicle.
Bot-routing is included.
Supported game types - FFA, TeamFFA
212 downloads
0 comments
Updated
-
Devolution
Author
Patrick Haslow
Close quarters lightsaber combat between a secret lab in the past and the present. I intended this map to have a narrative sense to it, as if it were a location where a gripping story was taking place. Hopefully players will see it the same way and enjoy being being immersed in the awful events at the laboratory.
This map is a a polygon complicated work that was really meant as a showcase for the 2005 Map-Review JA Geometry Challenge. If you are dissatisfied with the texture choices, pleae remember I did my best to pretty up this map within the 10 texture limit of the challenge. Be warned, slower machines will have a hard time running this map at a decent framerate!
The map is a tight space in which to duel- good luck! For a quick escape, explore the ominous glowing portal contraption. Bot support is provided.
366 downloads
0 comments
Updated
-
Dim Side Castle
By JKHub in Free For All
Author: Worr Sonn
Submitted by: Barricade24
The new and high-tech palace become a nuisance, so master Worr Sonn created an ancient castle for Dim Side
88 downloads
0 comments
Submitted
-
Dim Side Jedi Academy
By JKHub in Free For All
Author: Worr Sonn
Submitted by: Barricade24
The extra edition of ffa_dimside_se... I took the map and re-did most of it. I kept the classic arenas and got rid of some stuff. The secret area is VERY hard to find, but it is the best area in the map
93 downloads
-
Dim Side Palace 2
By JKHub in Free For All
Author: Worr Sonn
Submitted by: Barricade24
The palace of the Dim side Clan (-{DS}-) headed by Master Worr Sonn. Includes, bar, bedrooms, council room, throne room, ship supply room ,offices, etc.
149 downloads
0 comments
Updated
-
Dim Side Training Facility
By JKHub in Free For All
Author: Worr Sonn
Submitted by: Barricade24
Small Trial facility to give trials to the many members of -{DS}-.
Start off outside with an outside atmosphere. There's a nice tree house up in the tree which belongs to me (Worr).
You walk in to a large glass duel pad which has ramps leading off to 3 doors and a waiting room.
The rightmost door is a hall with three teleporters that lead to a duel room for Me, Alvinater, and Unnamed.
The leftmost door leads to a strange meditation room.
The middle forcefield is my office, which you must make an appointment to enter
59 downloads
0 comments
Submitted
-
DoA Flight Arena
By JKHub in Free For All
Mapped by Roshi
The official flight map of Dark Order Alliance. Aircraft are spawned by
using the switches on each landing pad.
The included aircraft are:
X-Wing
TIE-Fighter
A-Wing - Gregory (Manquesa) Birmingham
Anakin's StarFighter - Zymotico, Neo_knight
Snow Speeder - tFighterPilot
Republic Gunship - AOTC:TC Team, Mars Marshall
TIE-Advanced - RAVEN, Mars Marshall
TIE-Interceptor - RAVEN, Mars Marshall
------------------------------------------
Supported gametypes: FFA, TFFA
Bot routing: yes
798 downloads
-
DoA Tournament
By JKHub in Free For All
Mapped by Roshi
The official tournament map of Dark Order Alliance. Large vjun/bespin themed
area including 4 platforms with duel pads, one circular platform above the
other 4, and the bottom floor which circles around the platforms.
Supported gametypes: FFA, TFFA
Bot routing: yes
128 downloads
0 comments
Updated
-
DoA Tournament Complex
By JKHub in Free For All
Mapped by Roshi
The official tournament map of Dark Order Alliance - Version 1.2. Large
vjun/bespin themed area including 4 platforms with duel pads, one circular
platform above the other 4, and the bottom floor which circles around the
platforms.
Supported gametypes: FFA, TFFA
Bot routing: yes
141 downloads
-
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
633 downloads