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JKHub

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Files posted by JKHub

  1. Jedi Outcast Patch (PC)

    The official PC patch for Jedi Outcast 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 JKIIUp104.exe to install. The installer will automatically search for the folder where you originally installed Jedi Outcast and install all of the updates. If the update does not locate Jedi Outcast on your system, you may need to reinstall the game from the original CD and then run the JKIIUp104.exe.
     
    NOTE: This update includes all modifications that were originally incorporated in Jedi Outcast version 1.03. This update addresses multiplayer bug fixes and balance issues only. It will not affect your saved games. All Multiplayer users must use Jedi Outcast version 1.04.

    2,946 downloads

       (1 review)

    0 comments

    Submitted

  2. Jacen Solo

    Jacen Solo, Anakin Solo's older brother. Since I did Anakin Solo...thought it would only be right to do Jacen Solo. Then of course I might do a Jaina Solo next. They are all characters from the Expanded Universe. He is the first son of Leia and Han Solo. Team Support, Bot Support, New Taunt, Mod Compatible.

    764 downloads

       (7 reviews)

    6 comments

    Submitted

  3. Daemon

    Author: Vincula
     
    "Nur Kinder und einfache Leute mögen lebhafte Farben" (J.W. Goethe)
     
     
    !!!This Model is a SinglePlayer and MultiPlayer Modifikation.!!!
    !!!Your choice: 6 head, 5 torso, 2 leg varations and a skirt.!!!
     
     
    - Every Team_Model use its own Model_Shader
    - npcs: daemon, daemon_skirt, daemon_skirt2. (all fiendly ), evil_daemon (not so friendly)
    - bots: (/addbot) amon, abbath
    - new and reprocessed, transposed sounds (cenobite?)
    - animated icons

    404 downloads

       (1 review)

    1 comment

    Updated

  4. Sharad Hett's Default Jedi Replacement

    Author: Sharad Hett
     
    This skin pack will completely replace the default Jedi model. In Singleplayer, the robed versions have missing textures. I can not figure out why this is, and there will be no future fix for it. Advice: don't use it in SP.

    1,048 downloads

       (2 reviews)

    6 comments

    Submitted

  5. Jar Jar Binks

    Author
    Major Clod
     
     
    Jar Jar Binks for Jedi Knight II, what more can I say!
     
    A generic Gungan skin is also included. Custom sounds and bot support.
     
    Other Info : LOD support is not included yet. I simply haven't had the time to add this feature, I just really wanted to get this model released.

    1,716 downloads

       (6 reviews)

    1 comment

    Updated

  6. ForceMod III - Return of the Sith (Manual Install)

    Author: Azymn
     
     
    OVERVIEW:
    ---------------------------------------------------------------------
    - Choose from 29 unique classes in 6 different Factions:
    JEDI: Warden, Aurorian, Sentinel, Ancient One
    SITH: Cardinal, Zealot, Crypt Guardian, Dark Sage
    MERC: Mandalorian, Bounty Hunter, HotShot, Commando
    MILITARY: Stormtrooper, Spacetrooper, Clonetrooper, Royal Guard, Scout, ARC Trooper
    SPECIES: Wookiee, Tusken Raider, Noghri Warrior, Yuuzhan Vong, Gungan
    DROID: Battle Droid, Super Battle Droid, Droideka, Assassin, Darktrooper
    - Level 4 Force powers, combine Light & Dark sides, Charged powers, 5 new force ranks
    - Merc gadgets: Jetpack, Cloaking, Dual Pistols, Flame Gauntlet, Radar, Camouflage, and more...
    - Model Scaling, Class-based Model System, Bot Class support
    - Includes Tchouky's Advanced RGB Sabers
    ---------------------------------------------------------------------
     
     
    CLASS SYSTEM:
    ---------------------------------------------------------------------
    JEDI
     
    "Warden" - Level 3 Lightside Powers Available
    - Level 3 Darkside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Aurorian" - All Level 4 Lightside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Sentinal" - Level 4 Lightside Powers Available
    - Level 2 Darkside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Ancient One" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    SITH
     
    "Cardinal" - Level 3 Darkside Powers Available
    - Level 3 Lightside Powers Available
    - Level 2 Saber Attack Maximum
    - Level 3 Saber Defense Maximum
    - Single bladed Lightsaber
    - Bryar Pistol
     
    "Zealot" - All Level 4 Darkside Powers Available
    - Level 4 Saber Attack & Defense Maximum
    - Single, Dual Sabers, or Saberstaff
     
    "Crypt Guardian"- Level 4 Darkside Powers Available
    - Level 2 Lightside Powers Available
    - Level 3 Saber Attack Maximum
    - Level 4 Saber Defense Maximum
    - Single bladed Lightsaber
     
    "Dark Sage" - All Level 4 Force Powers
    - Enhanced Force Regen Rate
    - Armed only with fists and the Force
     
    MERCENARY
     
    "Mandalorian" - Health/Shields: (100/150)
    - Speed: 70%
    Weapons:
    - Dual Westar Pistols
    - E-11 Blaster
    - Jetpack-mounted rocket
    Equipment:
    - Flamethrower
    - Jetpack
    - Thermal Vision
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Martial Arts Training
    - Combat Roll ready
     
    "Bounty Hunter" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Tenloss Disruptor
    - Thermal Detonators
    Equipment:
    - Cloaking Module
    - Optic Radar Goggles
    - Grappling Hook
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Martial Arts Training
    - Scope Tracking
    - Combat Roll ready
     
    "HotShot" - Health: 200
    Weapons:
    - Pistol
    - Blaster
    - DetPacks
    - Tripmines
    Equipment:
    - Ammunition Generator
    - Big Medpac
    Abilities:
    - Lucky: Automagically dodges
    - Lucky: Chance to do critical strikes
    - Highly resistant to explosives
    - Basic Hand-to-Hand Combat Training
    - Combat Roll ready
     
    "Commando" - Health/Shields: (150/200)
    - Speed: 85%
    Weapons:
    - Pistol
    - Flechette Gun
    - Thermal Detonators
    - Wrist-mounted Flamethrower
    - Portable E-Web Turret
    - Deployable Sentry Gun
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Camouflage Ability
    - Martial Arts Training
    - Combat Roll ready
     
    MILITARY
     
    "StormTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Blaster
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Portable Energy Shield
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "SpaceTrooper" - Health/Shields: (100/150)
    - Speed: 60%
    Weapons:
    - Pistol
    - Repeater
    Equipment:
    - Improved Jetpack
    - Shield Regenerator
    - Double Ammo Capacity
    - Medpac
    Abilities:
    - Radar-Equipped
     
    "CloneTrooper" - Health/Shields: (100/150)
    Weapons:
    - Pistol
    - Repeater Rifle
    Equipment:
    - Binoculars
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Troop Leader (Squad of Three)
    - Basic Hand-to-Hand Combat Training
     
    "Royal Guard" - Health/Shields: (150/200)
    Weapons:
    - Force Pike
    - E-11 Blaster
    Equipment:
    - Gun-resistant robes
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Battle Dash
    - Martial Arts Training
     
    "ScoutTrooper" - Health/Shields: (100/100)
    - Speed: 140% Normal
    Weapons:
    - Pistol
    - Tenloss Disruptor
    Equipment:
    - Optic Radar Goggles
    - Cloaking Module
    - Seeker
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Scope Tracking
    - Basic Hand-to-Hand Combat Training
     
    "ARC Trooper" - Health/Shields: (100/150)
    Weapons:
    - Dual Westar Pistols
    - Rocket Launcher
    Equipment:
    - Grappling Hook
    - Medpac
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Combat Roll ready
    - Martial Arts Training
     
    SPECIES
     
    "Wookiee" - Health: 500
    - Speed: 80%
    Weapons:
    - Bowcaster
    - Detpacks
    Equipment:
    - Big MedPac
    - Ammunition Generator
    Abilities:
    - Heavy Melee Combatant
    - Berserker Rage
    - Triggerhappy
    - Wallclinging
    - Extra Heavy (Resists Push/Pull)
    - Martial Arts Training
    - Resistant to Melee attacks
     
    "Tusken Raider" - Health: 300
    - Speed: 110%
    Weapons:
    - Gaderffii
    - Sniper Rifle
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Big Medpac
    Abilities:
    - LifeLeech (Healed by damaging others)
    - Savage Fury
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Noghri Warrior"
    - Health: 200
    - Speed: 130%
    Weapons:
    - Twin Daggers
    Equipment:
    - Medpac
    Abilities:
    - Natural Camouflage
    - Battle Senses
    - Thermal Vision
    - Wallclinging
    - Natural Leaping Ability
    - Martial Arts Training
     
    "Yuuzhan Vong" - Health: 300
    - Speed: 120%
    Weapon: - Amphistaff
    Equipment:
    - Organic Armor (Lightsaber Resistant)
    Abilities:
    - Total Force Immunity
    - Regeneration (Heals over time)
    - Resistant to Melee attacks
    - Martial Arts Training
     
    "Gungan" - Health/Shields: (200/100)
    Weapon: - DEMP 2
    Equipment:
    - Ammunition Generator
    - Shield Regenerator
    - Medpac
    Abilities:
    - Heightened jumping ability
    - Cartilaginous Skeleton (Resistant to explosives)
    - Resistant to fall damage
    - Basic Hand-to-Hand Combat Training
     
    DROIDS
     
    "Battle Droid" - Health/Shields: (75/150)
    Weapons:
    - Blaster
    - Rocket Launcher
    Equipment:
    - Unlimited Ammo
    - Internal Radar
    - Shield Regenerator
    Abilities:
    - Troop Leader (Squad of Three)
    - Force-Immune
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to Fire
     
    "Super Battle Droid"
    - Health/Shields: (75/300)
    - Speed: 70%
    Weapons:
    - Laser Cannon Gauntlet
    - Rocket Pack
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Ammunition Generator
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Triggercrazy
    - Extra Heavy (Resists Push/Pull)
    - Resistant to fall damage
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to own blasters
    - Immune to Fire
     
    "Droideka" - Health/Shields: (150/500)
    Weapons:
    - Twin Blasters
    Equipment:
    - Internal Radar
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Automated Nano-Repair
    - Immune to fall damage
    - Immune to Fire
    - Immune to own blasters
     
    "Assassin Droid" - Health/Shields: (100/100)
    - Speed: 90%
    Weapons:
    - Pistol
    - Disruptor
    - Repeater
    Equipment:
    - Internal Radar
    - Cloaking device
    - Unlimited Ammo
    - Shield Regenerator
    Abilities:
    - Force-Immune
    - Resistant to Melee attacks
    - Martial Arts Training
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
    "DarkTrooper" - Health/Shields: (100/350)
    - Speed: 50%
    Weapons:
    - Pistol
    - Concussion Rifle
    - Rocket Launcher
    Equipment:
    - Internal Radar
    - Unlimited Ammunition
    - Shield Regenerator
    - Cortosis Armor (Lightsaber/Explosives Resistant)
    Abilities:
    - Basic Hand-to-Hand Combat Training
    - Extra Heavy (Resists Push/Pull)
    - Resistant to Melee attacks
    - Resistant to fall damage
    - Automated Nano-Repair
    - Immune to Fire
     
     
    LIGHTSABERS:
    ---------------------------------------------------------------------
    - Seven Forms of Lightsaber Combat:
    (originally developed by David West Reynolds)
    Form I: (Yellow Stance)
    - Level 2 Saber Offense Required
     
    Form II: (White Stance)
    - Dual Lightsaber wielder primary stance
    - Level 4 Saber Offense Required
     
    Form III: (Blue Stance)
    - Level 1 Saber Offense Required
     
    Form IV: (Green Stance)
    - Level 4 Saber Offense Required
     
    Form V: (Red Stance)
    - Level 3 Saber Offense Required
     
    Form VI: (Purple Stance)
    - Level 4 Saber Offense Required
     
    Form VII: (Gold Stance)
    - Saberstaff wielder primary stance
    - Level 4 Saber Offense Required
     
    - Powered by Tchouky's Advanced RGB Sabers (toggleable)
    - Dualblade lightsabers can be split in half or destroyed
    - Dual lightsaber wielder's 2nd saber may be destroyed
    - Lightsabers damage now lethal
    - Recharge force at twice the normal rate with saber holstered
    - Jedi will now try to block sniper shots with their saber before trying to dodge
    - 16 different lightsaber blade types available
    - Certain special moves can now be performed on cue:
    - Backstabs/Backsweeps: crouch + back + attack
    - Force Impale/Slash: pull followed by attack
    Dual Lightsabers:
    - Dual Side Attack: crouch + left + attack
    - Dual Front/Read Attack: crouch + right + attack
    Red or Staff Stance (kicks):
    - Split kick: crouch + right + alt attack
    - Spinning roundhouse kick: crouch + back + alt attack
    - Hilt Bash: crouch + forward + alt attack
     
     
    GADGETS AND ABILITIES:
    ---------------------------------------------------------------------
    Cloaking: (Same key as Mindtrick, or select as item and press "Use" to toggle)
    - Allows one to become invisible for a short period of time
    - Cannot be seen with Force Seeing
    - Missiles lose lock on cloaked mercs
    - Invisible to sentry guns
    - Can attack while cloaked
     
    Camouflage: (Stand still for 3 seconds to disappear)
    - Unlimited duration
    - Moving while crouched maintains camouflage
    - Remain hidden unless moving quickly or attacking
     
    Optic Radar: (Same key as ForceSense, use like force power)
    - Goggles send and receive radar waves
    - Can see moving, non-cloaked entities, even through walls
    - Can see mindtricking Jedi/Sith
     
    Thermal Vision: (Same key as ForceSense, use like force power)
    - Goggles attuned to pick up body heat
    - Can see mindtricking Jedi/Sith
    - Can see cloakers
     
    Flame Gauntlet: (Same key as ForceLightning, use like force power)
    - Flamethrower mounted on the Merc's left forearm
    - Does constant damage to all engulfed targets

    1,752 downloads

       (2 reviews)

    0 comments

    Submitted

  7. Kahn D'halaine's Lightsaber

    Author: Kahn D'halaine
     
    My personal lightsaber, also my very first modelling work.
    A very general, yet unique lightsaber design, resembling agility and control.
    It features a unique activation sound ( JKA only) that I think is very good, even though the model isn't
    that good... I'll release an update later on in a saber pack.
     
     
    To get it in SP, the code is "saber dhalaine".

    497 downloads

       (4 reviews)

    3 comments

    Updated

  8. ForceMod

    Author: Azymn
     
     
    Brief:
    --------------------------------------------
    Level 4 Force Powers now available.
    Cvars added to regulate size-scaled effects.
    Team Assault Jetpack included (see bottom for links and more information)
    Expansion on JediMod 1.2 platform.
    --------------------------------------------
     
    Detailed:
    --------------------------------------------
    Changes to Force Powers/Level 4 Powers added:
     
    Heal: Level 1:- Heals 10 points of damage.
    Level 2:- Heals 20 points of damage.
    Level 3:- Heals 35 points of damage.
    Level 4:- Heals 45 points of damage.
    - Regenerates 1 hitpoint every 2 seconds.
     
    Jump: Level 3:- Jump 8x normal height.
    - 2/5 normal force cost in flight.
    - Falling damage reduced to 1/2.
    Level 4:- Jump 16x normal height.
    - Jumps costs are minimal while in flight.
    - Falling damage reduced to 1/4.
     
    Speed: - Short, powerful burst of speed for 5 seconds [stellarwinds's JediStyle idea]
    Level 1:- Sprint at 1.5x normal speed
    Level 2:- Sprint at 2.5x normal speed
    Level 3:- Sprint at 5x normal speed
    Level 4:- Sprint at 10x normal speed
    - Normal running speed is increased 10%.
     
    Push:
    Level 4:- Increased push strength over level 3.
    - Knockdown range increased by 50%.
    - Greater push resistance.
    - Chance to break saberlock increased.
    Pull:
    Level 4:- Increased pull strength over level 3.
    - Pulldown range increased by 50%.
    - Greater pull resistance.
     
    MindTrick: - Now Force Seeing will only reveal invisible jedi of equal or lesser rank.
    (i.e. If a Jedi has cast level 2 mindtrick, it requires at least level 2 Force Seeing to reveal him) [Artifex]
    Level 4:- Can attack while cloaked - each attack costs force points.
    - Duration increased to 40 seconds.
     
    Grip: - Can turn off red grip hand extension
    Level 4:- Can move around at 80% normal speed while gripping. (Normally %40)
    - Grip range increased to 2x normal.
    - Damage per second doubled.
     
    Lightning: - Slight decrease in range [Artifex]
    Level 4:- Lightning mastery - other lightning attacks are absorbed into force power.
    - Range increased by 10%.
    - Fresh corpses now shockable on Level 4.
     
    Rage: - Run speed is 150% of normal speed.
    - Increased lightsaber damage done by 25%.
    Level 4:- Increased lightsaber damage done by 50%.
    - Run speed further increased to 200% normal speed.
    - Duration of 40 seconds.
     
    Protect:- Now consumes force only when hit. [stellarwinds's JediStyle idea]
    Level 4:- 85% damage absorbed for 15% force cost.
    - Regenerates shields at a rate of 1 point every 4 seconds.
     
    Absorb: - Force maintenance costs are like v1.02 levels [Artifex]
    Level 4:- Absorbs 25% more force than level 3.
    - Absorbs and converts 25% of weapon damage into force.
     
    TeamHeal:
    Level 4:- Heal 1, 2, or 3 teammates for 65, 45, or 33 hitpoints.
    - Regenerate 1 health every 3 seconds.
     
    TeamForce:
    Level 4:- Restore 1, 2, or 3 teammates with 65, 45, or 33 force points.
    - Regenerate 3 additional force points per second.
     
    Drain:
    Level 4:- Drains ~20% more than level 3 drain.
    - Drains ammo from any energy weapons in use.
     
    Seeing:
    Level 4:- Cost 50% less to activate.
    - Duration increased 40 seconds.
    - Automatically dodge sniper shots without ForceSeeing on (even while jumping, using force powers, or firing weapons)
     
    SaberAttack:
    Level 4:- Damage increased by 15% for all stances
    - Animation speed for all stances increased by %5
    - All stances available for dualblade or dualsaber users if f_skillMode is on
     
    SaberDefend:
    Level 4:- Blocking ratios increased by 50% for all stances.
    - Animation speed for all stances increased by %5
    - Quicker projectile blocking rate.
     
    SaberThrow:
    Level 4:- Saber throw distance increased 25%.
    - Saber throw speed nearly doubled.
    - Saber can spend more time airborne.
    - Summoned saber returns 3x as fast
    - Spinning saber shield now possible on return of saber
    - Saber will never fall to the ground when blocked.
     
    Misc Changes:
    --------------------------------------------
    StarWars: Team Assault Jetpack included with:
    - Restrictions on use (Fetts, Mercs, Non-Saber wielders, Everyone...)
    - Adjustable fuel usage (Cost, Rate, On/Off)
    - Toggle whether flag carrier can use jetpack
     
    Five new force ranks:
    Sith Apprentice: 150 Force Points
    Sith Lord: 200 Force Points
    Jedi Lord: 250 Force Points
    Ancient Master: 350 Force Points
    One with the Force: 500 Force Points
     
    Scale speed of models based on size (bigger == faster OR vice versa)
    Scale damage reduction based on size, (i.e. Bigger characters take proportionally less damage, smaller get hurt more OR vice versa)
    Saber styles now selectable based on saber attack level.
    Scale saber damage based on how small a lightsaber is (Yoda's saber will thrash now)
    Players can combine Light and Dark Force powers
    Can increase Bot Force Power levels with cvar
    Adjust minimum forceJump level that kicks can be used on. [Artifex]
    Speed at which player pushes off wall when flipping now adjustable
    Falling damage can be reduced or eliminated
    Eliminate blocking from behind
    Orange Style is now Green.
     
    -- NEW OPTIONS ARE TOGGLEABLE --
    \"cvar_list.txt\" contains specifics on each cvar, running jk2104.cfg will reset everything to default v1.04 settings
     
    *************** *************** *************** ***************
     
    Installation : Unzip into the GAMEDATA folder. All the files inside of the zip should end up in the folder
    gamedata/forceMod/
     
    Execution : select the JediMod v1.2 in the mod setup screen.
    Or use the command line argument +set fs_game forceMod
    ex. \"C:\\LucasArts\\Star Wars JK II Jedi Outcast\\GameData\\jk2mp.exe\" +set fs_game forceMod
    Or run the \"play_forcemod.bat\" file in your Gamedata directory
     
    Some options toggleable from ForceMod menu in Setup screen
     
    First mod i've ever written/expanded, started writing it just so i could jump a little higher.
    You can search for other ForceMod servers from the server selection menu if it is loaded properly from the ForceMod folder.
     
     
    ---Credits & Thanks----------------------------------------------------------------
     
    Raven and LucasArts for Jedi Outcast
    Dest for releasing the JediMod 1.2 source code and the platform for this project.
    Tchouky for his RGB and scaling mod code.
    ASk for his grapple code.
    |:|ReMaRk|:| for a compatible saber hilt pack and models. (not included)
    The Eternal and RenegadeOfPhunk for:
    The Team Assault Jetpack code, just a taste of a new StarWars Class-based mod due in 2003:
    - http://strikeforce.jediknightii.net/
    - http://mods.moddb.com/276/?view=all
    Stellarwinds for getting me started on how to make a mod and for some of his great JediStyle ideas.
    keo718 for the updated tckmodel.cfg and intensive initial testing and feedback
    All the Lucasforums posters for coding assistance.
    ArtifeX for ideas on balancing certain force powers and lightsaber combat:
    ideas - http://www.oculis.or...atures_104.html
    For some *awesome* realistic saber combat, try ProMod:
    - ProMod homepage : http://www.oculis.org/promod
    - Download: http://www.fileshack.../file.x?fid=837
     
    (Note - links may be broken/out of date by the time of this reading)

    1,215 downloads

       (2 reviews)

    1 comment

    Updated

  9. Siege Battle of Endor

    Author: Monsoontide
     
    This is a Work In Progress (WIP) of my Battle Of Endor SIEGE maps, which are currently upto version 5!!!
    (I've been working on this for ages!)
    There are three maps in total, all of which will link to one another depending on which team is victorious.
    EG. If the Imperial forces win at the Imperial Bunker the Rebels will fall back to the Ewok Village map.

    1,777 downloads

       (11 reviews)

    2 comments

    Submitted

  10. Dual Saber Staffs

    Author: [JFE]Cl-Ch-Nojac{L}


     

    Submitted by Swagmaster


     
    This is yet another mod from jk3 files. This is a neat mod that lets you use 2 saber staffs with the dual saber style. Enjoy!
     
    File Description:
     
    This is a handy little mod that I conned this noob §Got Milk?§ into testing this for me about a year ago. When he made it I was thrilled to death - because this mod alters the sabers in almost every way a saber CAN be modded. (length, defense, dmg, color, etc...). The dmgs are pretty much a 1 hit kill - every time. I use it a LOT - its by far the strongest mod I've ever seen and I love it sooo much!! It is a Dual Staff Mod and the best you'll find out there by far.

    1,578 downloads

       (2 reviews)

    5 comments

    Updated

  11. Kyle Katarn SP

    Author: Darth Dizzy
     
    This mod adds Kyle Katarn in the singleplayer selection screen.

    620 downloads

       (1 review)

    0 comments

    Updated

  12. XaoXing

    Author: RinkXing
     
     
    A rather ongoing project I've been working on that originally started out on the EP3 Obi-Wan Model by AaronSmith, But the recent release of HapSlash's 'RotS Obi-Wan Kenobi' made me scrap the project and start over.
     
    There's a good amount of skins, my personal favourite is the Sith version, I changed the face and eyes and in my opinion it looks extremely Sithy, I have had some positive feedback on the Sith version. There is also an original idea, the Kashyyyk Jedi Camo, now.. I believe no one (besides Tiome, who got the idea from myself) has done this before, troopers/solider etc have been done, but not a Camo Jedi.
     
    There is a battle armour version and some others, parts of the Battle armours were by other authors, I modified them to suit the skins need. Thanks to Dark_Cuillere (fully credited, hope you don't mind) and Cassanova/Miko who gave me permission to use his parts with credits.
     
    Oh, There's a Hologram version too!

    877 downloads

       (3 reviews)

    1 comment

    Updated

  13. 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

  14. 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

    1,762 downloads

       (4 reviews)

    3 comments

    Submitted

  15. Zora

    Original Author: Me0is0Jade
     
    Description:
     
    adds my reskins of the female zabrack model as a new species.
     
    This ain't no 20 minute color tweak/paint reskin, kiddies.
    It's hours and hours and hours of endless refining, eliminating seams, making sure everything matches as perfectly as possible. A good deal of it is 100% original, by me. I'm very proud of it, and the more you use, the bigger my ego can get. So enjoy.
     
    Many thanks to stmelton, DarthVengeant and Darth_Algar for helping me with all the stuff I didn't know how to do, without you this wouldn't be half as cool!
     
    As I already said, most of this skinpack is completely original, my work, from concept to finished product. I have, however, used several of the textures included in the game, albeit modified a great deal. I also used a picture from a jewelry add in a magazineas a template for the dark face. Just giving credit where it's due...

    744 downloads

       (3 reviews)

    0 comments

    Submitted

  16. T21 Stormtrooper Rifle

    Author: Monsoontide
     
    A high-level rifle favourted by Rifleman Marksmen and Stormtroopers of the Empire,
    though the size of a typical Commando weapon this rifle can do as much damage and has a surprisingly fast rate of fire.

    1,253 downloads

       (5 reviews)

    2 comments

    Updated

  17. 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

    626 downloads

       (2 reviews)

    5 comments

    Updated

  18. RevanSL

    Author: RevanSL
     
    This is my clan reskin of Dark_Cuillere's General Kenobi_v2(Readme1.txt). It bears the <SL> logo on the belt and the color scheme is very sith. Updates from v2, are I made the color scheme a little more easy on the eyes, i also added different underarmor from BeakerBongload's Black Hole Trooper with his permission, his readme is Readme2.txt. Let me kno what you think im alot happier with this version then the last version, i fixed the bot/npc support so it actually loads the correct skin!

    437 downloads

       (0 reviews)

    1 comment

    Updated

  19. 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

  20. The Force Unleashed: Ultimate Sith Edition - HUD

    Autor: unleashed_dark_force
     
     
     
     
     
     
    I make this HUD cause I see some other pics from
    TFU /TFUUSE videos, where the HUD is other and the other HUD's in this site are not
    the same, so I make my own one if not interested dont download it

    810 downloads

       (3 reviews)

    1 comment

    Submitted

  21. Jedi Rift Enclave

    Original Author: Borgking
     
    Original Description:
    About a year ago, I decided to start tinkering around with the SP Map t3_rift,
    not expecting it to go much of anywhere. Well, here I am, a year later; I have converted
    that SP map into a fully usable RPG map, of a Jedi Enclave built into an underground
    fissure. It took me a long time to perfect...many of the areas went revision after
    revision to get them to their final state.
     
    Uploader's comments:
    This map is intriguingly interesting. I found it very fun and peaceful to play on. This is an excellent made roleplaying map for Jedi Academy. Hopefully many of you have already downloaded this map, but I felt it should be uploaded here anyways. There are plenty of areas to search and get lost in as well as train. This map has been on several RP servers recently so here's the map. There are bugs like missing textures but overall this map is great. It is a re-map of the Rift map but better made. So if you like to get lost this map is for you!
     
    Map Information:
    Bot Support: No
    New Textures: Yes
    Secrets: Yes
    New Music: No
     
    Author: Borgking
    Credits: located in readme
     
    Note: I was unable to contact the author as the email was sent back with an error.
     
    Uploaded by:


     
    Original author may contact the staff
    here if they wish this file to be removed.

    1,520 downloads

       (6 reviews)

    6 comments

    Updated

  22. Luke Skywalker - ESB - Bespin

    Author : HapSlash
     
     
    Description : This file contains 2 skins for Jedi Outcast, Luke in his "Bespin" fatigues and a "Dagobah" variant (without the jacket and belt). Both skins are complete with team colors.

    665 downloads

       (4 reviews)

    0 comments

    Updated

  23. Aeris Gainsborough

    Original Author: Jora Custov
     
    Description:
     
    Final Fantasy VII, Aeris Gainsborough

    899 downloads

       (4 reviews)

    0 comments

    Updated

  24. GtkRadiant

    Gtk Radiant is the official level design toolchain for id Tech 3 by id Software and is maintained by a community of volunteers. Gtk Radiant is powered by the Gtk+ Project and released under a GPL license.
     
    Features
    Simple, Intuitive Interface
    Enhanced texture browser
    Entity inspector
    Portal viewer
    Wavefront .obj export

    Game Engine-Independent
    Dark Places
    Doom 3
    Half-Life
    Heretic II
    Nexiuz
    Prey
    Quake
    Quake II
    Quake III Arena
    Quake 4
    Return to Castle Wolfenstein
    Wolfenstein: Enemy Territory
    Soldier of Fortune II: Double Helix
    Star Trek: Voyager Elite Force
    Star Wars Jedi Knight II: Jedi Outcast
    Star Wars Jedi Knight: Jedi Academy
    Tremulous
    UFO: Alien Invasion
    Urban Terror
    War§ow
    and more...

    Powered by Q3Map2

    2,275 downloads

       (4 reviews)

    4 comments

    Updated

  25. Master Isaias

    Original Author: Slaughter
     
    Description:
     
    I completly reskinned HapSlash´s great Obi-Wan Model.
    New Face, new Robe and a new Hilt i modeled and skinned.
     
    New Sounds: Yes
    Bot Support: Yes
    Team Support: Yes
    NPC Support: Yes
     
    Credits:
     
    Obi Wan EPIII Model © HapSlash
     
    Original textures © by RavenSoft
     
    Original Sounds © by RavenSoft

    984 downloads

       (6 reviews)

    1 comment

    Submitted

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