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JKHub

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Files posted by JKHub

  1. Dark Forces 2 Saber Pack

    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.

    1,272 downloads

       (4 reviews)

    1 comment

    Updated

  2. Dark Forces Mod

    ***************************
    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.

    12,098 downloads

       (53 reviews)

    28 comments

    Updated

  3. Dark Forces Mod for Jedi Outcast Demo

    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.

    558 downloads

       (4 reviews)

    2 comments

    Updated

  4. Dark Forces Mod for Jedi Outcast Demo Update

    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

    353 downloads

       (7 reviews)

    4 comments

    Updated

  5. Dark Forces Mod 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.

    557 downloads

       (10 reviews)

    5 comments

    Updated

  6. Darth Malak

    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

    1,035 downloads

       (12 reviews)

    3 comments

    Updated

  7. Darth Nihilus (Combat)

    Author: Aiing ti
     
    A skin of Darth Nihilus without a cloak.

    668 downloads

       (1 review)

    1 comment

    Updated

  8. 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.

    1,178 downloads

       (3 reviews)

    0 comments

    Submitted

  9. Darth Serak

    Author: Phonock
     
     
    Reskin of the reborn model, with team support.

    342 downloads

       (1 review)

    0 comments

    Updated

  10. Darth Stevenus' Duel Map Pack

    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.

    199 downloads

       (0 reviews)

    0 comments

    Updated

  11. 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

    1,550 downloads

       (11 reviews)

    1 comment

    Updated

  12. 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.

    1,764 downloads

       (3 reviews)

    2 comments

    Submitted

  13. Dash Rendar Resurgence

    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.

    2,061 downloads

       (13 reviews)

    13 comments

    Updated

  14. Death Star Trench

    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.

    33 downloads

       (0 reviews)

    0 comments

    Submitted

  15. 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

       (1 review)

    0 comments

    Submitted

  16. Desert Streets

    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

       (1 review)

    0 comments

    Updated

  17. 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.

    365 downloads

       (3 reviews)

    0 comments

    Updated

  18. Dim Side Castle

    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

    87 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Dim Side Jedi Academy

    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

    91 downloads

       (1 review)

    2 comments

    Submitted

  20. Dim Side Palace 2

    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.

    148 downloads

       (0 reviews)

    0 comments

    Updated

  21. Dim Side Training Facility

    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

    58 downloads

       (0 reviews)

    0 comments

    Submitted

  22. DoA Flight Arena

    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

    796 downloads

       (3 reviews)

    2 comments

    Updated

  23. DoA Tournament

    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 reviews)

    0 comments

    Updated

  24. DoA Tournament Complex

    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

       (0 reviews)

    1 comment

    Updated

  25. 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

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