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  1. Acrobat

    Faru

    Version 1.11

    497 downloads

    Readme File: *************************** JEDI KNIGHT 2 and 3 *************************** Title : Faru Author : Acrobat Contact email: acrobatmapping@live.com File Version: 1.11 (12th version) Size: about 114 MB File Name : Faru.pk3 Completion date: 10/02/22 Brush count: 30705 Entity count: 712 patches: 943 ---------------------------------------------------------------- This map works for both jk3 and jk2. I'm releasing it for jk3, but if you put this version in jk2 it is 100% compatible. Hopefully jkhub can put under both games. This is an Jedi academy map. It is loosely based on the academy version 3 by Virtue. Has dueling areas and some climbing areas. Updates are as follows. Version 1.01 updates -added bar -tried to fix missing textures, misaligned textures, errors people found -added loda statue -partially updated academy room Version 1.02 updates -added extensive temple walls in large outdoors area -updated bar -made the academy temple scalable with Millennium falcon at top -added water and waterfalls with cave over the temple Version 1.03 updates -Added Yavin ship hanger -tried to connect duel rooms area to rest of map -added elf base -updated bar some -tarp over falcon -added detail to some of the hallways Version 1.04 updates -added to elf base -added rooms to duel rooms -added Taspir dueling pad and mountains around it -expanded the stuff around the main temple -fixed yoda statue and bugs Version 1.05 updates -expanded large outside area -fixed areas you can fall through base -added annoucement board\updated elf base Version 1.06 updates -fixed (i think) the interference map was causing with some base textures -made the three mountains significantly higher -added library -added duel room -bug fixes -tried to add boat area although they aren't showing up unless one is in the void looking at them for some reason. Version 1.07 updates -worked on outside terrain -added beta thermal detonator room -mainly worked on redoing mountain climbs Version 1.08 updates -added more sewers -got boats working -added new large outside area -updated upstairs duel room -fixed errors Version 1.09 -worked on last versions large outdoor area -added another large outdoor area with a 4th mountain climb for the map Version 1.10 -added H-mountain -added outdoor area -added new route to council room -expanded elf base some Version 1.11 -added I-Mountain -added new associated outside area with massive temple ---------------------------------------------------------------- Credits: as above. Borrowed textures and grill from Reyor-Wan Semaj's DextersDiner 2003 map. This is a link to the 2003 readme from dextersdiner https://mrwonko.de/jk3files/Jedi Outcast/Maps/Free For All/15496/ Used Szico's model reference guide https://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/ Borrowed texture of jedi's home flag Borrowed textures from ffa_tmbj Map Information: New Textures: yes New Music: yes New sounds: yes New Models: yes Game types are ffa, duel ---------------------------------------------------------------- Compile Information basic compile ---------------------------------------------------------------- Worldspawn Information _lightmapscale 5 ambient 8 _distancecull 16384 _chopsize 0 _blocksize 0 ---------------------------------------------------------------- Bugs: 1) You may need to run com_hunkmegs 256 or 512 on this map as it's getting large. 2) If you play the map in jk2 you may need the developer version of JKMV rather than the official release so that it does not hit max shaders issue ---------------------------------------------------------------- * How to install * Just put the Faru.pk3 in your GameData\base game directory ------------------------------------------------------------------ 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.
  2. 13 downloads

    Title : No Limits Mod Author : Akira File Name : knsnolimits.pk3 Date Released : 20/02/03 Description : This mod makes all weapons plant and fire extremely quickly. It also removes the limitations of mine planting, you can plant as many as you wish without them blowing up on you. With cheats on and with unlimited ammo you can have a blast. Originally made for screenshots and demo's for the Knights Of Sith website. ________ |Features| ---------------------------------------------------- | v1.0: | | * Every gun shoots extremely quick. | | * No limit on the mines you plant. | | * Mines will only blow by an explosion. | | * Detonation packs don't explode when | | overlapped. | ---------------------------------------------------- ____________ |Installation| ---------------------------------------------------- | Extract knsnolimits.pk3 from the zip file and | | place in /jk2directory/gamedata/. Make sure "Use | | paths" or "Use folder names" is ticked. This will | | ensure that the file is extracted to | | gamedata\Nolimit directory. Alternatively you can | | make a directory in the gamedata folder called | | "Kns Nolimits" or something else and extract the | | file into there. Without paths enabled. | | | | -:-Note: The mod will not appear in the list if | | pk3 file is placed in the wrong directory. Do not | | put it in the Gamedata or Base directory. It must | | be in a seperate folder in the Gamedata directory. | | The foldername doesn't matter but the pk3 files | | path should be jk2directory/gamedata/<Folder name>.| ---------------------------------------------------- _______________ |Running in game| ---------------------------------------------------- | Just start Jedi knight 2 in Multiplayer mode. | | In Main menu goto setup then goto Mods in the | | submenu and select -<[KnS]>- No Limits from the | | list and click apply. Now goto to play in the menu | | and select create server. Configure the server as | | you see fit then start the game. | ---------------------------------------------------- __________ |Known Bugs| ---------------------------------------------------- | * Game crashes when too many mines are | | planted due to too many entities. | | | | * Tripwire dissapears from newly | | planted mines after about 250 are | | planted. Again due to too many | | entities. | ---------------------------------------------------- ______________________________________________________ Enjoy our Mod! -<[KnS]>-Akira
  3. 1,404 downloads

    Author: Darth Arth It's a VERY BIG ffa Map, especially designed for Clan-Servers. This map should be an alternative for the old ffa_bespin - map [which. we can not see anymore ]. The best using od this map is witch Jedi-Academy mod, but can be used with any other jk2-mod or original version.
  4. Version v2

    1,918 downloads

    This is the second edition of the very first map i made for jk2 and the first map that was released for jk2 =]] but rather than just take old map and add to it i completly remade it. The main core is immense on a scale never before seen. Basically it is the whole height of the jk2 drawing area, and width wise it could fit the old map in 4 times just in the pit. Carbon room is limited to just two carbon chambers, should have five but that would be far to laggy. I did want to add loads more to the map but i reached the maximum shaders available but any other areas i wanted i will release as a duel map later. Talking of Duel maps i will make 1 of the gantry area only with a thinner gantry, just like in movie.... Ive made it so you start always in the city area. Its quite a walk but it adds that get to the carbon chamber feel. For those who just want the gantry fights that duel map will make up for this. The window works on the notion that the one who breaks it gets sucked out. Unavoidable really but to get more than 1 person sucked out the jk2 engine would need changing. For example in SP levels you see this more than once but that wasnt implemented into Multiplayerso couldnt be done. Although do be careful once broke it does throw you out at a very high velocity if your too close =]] Ive also implemented an escape route back to the landing pad in the city. If you fall from where luke falls and aim right down , you will slide into the tube luke enters =] and get teleported back to landing pad ready to commence battle once more =]
  5. 70 downloads

    This is a cooperative map for 2 players. It contains 5 challenges that you can complete with your friend in about 15 minutes. Works in Jedi Outcast multiplayer and Jedi Academy multiplayer. For Jedi Outcast download this file: coop_puzzles_Jedi_Outcast.zip For Jedi Academy download this file: coop_puzzles_Jedi_Academy.zip To install unpack your downloaded .zip file somewhere and put coop_puzzles.pk3 in GameData/base. Type the following in console to launch map: \map coop_puzzles There is new model with this map that works only in Jedi Academy and JK2MV ( https://jk2mv.org/ ). You can type the following to use it: \model otso Thanks to Willemoes who gave me permission to include his model "Otso - Buff Reelo Baruk 1" with this map. Link to his profile on JKHub and model below: https://jkhub.org/profile/5531-willemoes/ https://jkhub.org/files/file/4004-otso-buff-reelo-baruk/ Map author: Lomtik Discord: Lomtik#5701 JKHub: https://jkhub.org/profile/7993-lomtik/
  6. 2,280 downloads

    *********************************** Read me *********************************** TITLE: The Old Republic Saber Colors FINAL AUTHOR: Kylo Ren (Formerly Arachno-Man) FILENAME: torsabers.pk3 FILESIZE: 147 kb DATE RELEASED: March, 25th 2015 CREDITS to: Myself. INSTALLATION INSTRUCTIONS: place the torsabers.pk3 file in your C:\programfiles\lucasarts\jediacademy\gamedata\base directory. DESCRIPTION: Saber Colors from Star Wars: The Old Republic, which replaces ALL of the default colors. This is the FINAL VERSION. Here is a small changelog for those interested: 1.0 - Contained only the purple saber with a pure black core. 2.0 - Contained an updated purple saber core to look more like the game, also contained new glows and cores for the yellow, blue and red sabers to look exactly how they do in SWTOR. FINAL VERSION - This will not be edited anymore, as this has fixed the red glow to look darker like in TOR and I have changed the yellow saber glow to match the TOR version, adding the TOR green saber and finally the TOR orange saber. To note the orange saber is the ONLY saber in the pack to contain a black core. BUGS: Sometimes the colors go a little brighter at certain angles, unavoidable due to alpha usage. COMMENTS: Download and enjoy. note that you must have JKA installed in order to use this mod. EXTRA: If you just so happen to be a fan of TOR, or play it yourself, then you may contact me in regards to creating a new Saber for you. Please note this will only be the blade color, I will not be making any Hilts. If you want Hilts, contact Rooxon at JKHub. If you want new blade colors then contact me, Kylo Ren at JKHub. 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.
  7. 665 downloads

    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.
  8. Version v1.00a

    5,649 downloads

    This mod changes the Jedi Outcast campaign so that it will run under Jedi Academy. In particular, it fixes almost all the shortcoming of other similar mods: Players do not skate on the water on yavin swamps and yavin canyon. AI generally navigates correctly Cutscenes work Objectives correctly function ============================= = INSTALLATION INSTRUCTIONS = ============================= Within the ZIP file you downloaded, you should see three files: jaooutcast(version number).pk3 - the core of this mod, containing most of the assets needed to make this work outcaststrings(version number).pk3 - this contains the briefing files and various other strings related to the mod jao_map_ents.zip - the ENT files for use with recompiling the outcast maps. Most of you will want to ignore this, but I've included the files if you wish to look at how something was accomplished, or perhaps if you want to further edit the maps yourself. I've also included the uncompiled script files in the jaooutcast PK3. Installing is a pretty easy process: 1. Move outcaststrings.pk3 and jaooutcast.pk to your Jedi Academy base directory. 2. Rename your Jedi Outcast asset files in order to load before Academy's asset files, and copy to your Jedi Academy base directory. Personally, I renamed the JO files from asset#.pk3 to aJK2_#.pk3. As long as the game loads them first, you're good. 3. Once you have loaded the mod, select New Game from the main menu, and choose between playing the Jedi Academy campaign, the Jedi Outcast campaign, and the Jedi Outcast demo level. The mod has only been tested on Jedi Academy v1.01 and using Jedi Outcast v1.04 source files, but the chances are if you're reading this then you've already them. Right? ============================= ======= WHAT IS THIS? ======= ============================= Well, I assume you aren't seriously asking this question, but hey, nothing wrong with telling you something you already know. This mod fixes Jedi Outcast's campaign to run under Jedi Academy, and also eliminate various file conflicts between the two games. The intent is to remain true to the gameplay of Outcast as best as the engine allows, while providing the player with the improvements from Jedi Academy, and a few tweaks to the balancing in the interest of fun. Players who have downloaded other attempts at converting maps from Outcast to Academy may have noticed several shortcomings. This mod has fixed those; AI will generally navigate the map correctly, there is full support for objectives, and cutscenes will (mostly) work with a few minor changes where necessary. Oh and no ice skating on yavin swamps and yavin canyon! ============================= ========== CHANGES ========== ============================= While I've tried to preserve much of the gameplay -- you won't find new enemy types from Academy in here -- there are a few gameplay changes from the original campaign: * On ns_starpad, you're now required to destroy the turret attacking Lando. Something players were likely to do in practice, but weren't forced to. * Various equipment items from JO have been removed from the maps since they are not functional in JA and/or cause crashes. Occasionally concussion rifles have been placed instead. * Kyle gains Force Sight, Force Absorb, and Force Protect in line with his abilities in Jedi Academy. * Kyle's force power gains are accelerated, partly for balance, but also so the player has more opportunity to use several abilities, unlike base JO where some were gained very late in the game. In particular: ** Saber Throw L3 is reached on doom_comm, 5 levels earlier ** L3 Speed/Push are reached on cairn_bay, 3 levels earlier ** L3 Grip is reached on cairn_dock1, 3 levels earlier ** L3 Lightning is reached on doom_comm, 3 levels earlier ** L3 Saber Defense is reached on cairn_assembly, 3 levels earlier ** Jump/Heal/Mind Trick/Speed/Saber Offensive are unchanged ** For the new force powers: L3 Sight is reached on cairn_bay, L3 protect on doom_detention, L3 absorb on doom_shields * Additional objectives have been added on ns_starpad to make it clearer to players where they should be going next. * There are also a few minor bugfixes from Outcast. * The door puzzle at the end of doom_detention has been removed, since the changes to pathing resulted in Jan getting stuck, and the player being unable to progress. * Due to engine limitations, the fight with Galak on doom_shields is impossible to replicate from Outcast. I've tried to salvage it as best I can, but it can't really compare to the original. * The gravity is no longer disabled on doom_shields after defeating Galak, due to engine limitations. * Obviously, the player also has access to the new features and moves introduced in Jedi Academy. On the downside, so do the saber-wielding enemies you face! * On artus_detention, the warden will now walk significantly faster. An explanation of the force power changes: Kyle's ability to deflect blaster bolts is significantly reduced from Jedi Outcast, so L3 Push/Pull/Saber Defense are gained earlier to compensate. Saber Throw is now gained at the same time as L3 Saber Offense, mostly so you have a chance to use the damn thing. 9 levels in Jedi Academy vs. 1 (plus a boss-only level) in base Outcast! Grip and Lightning progression provides the player with more offensive capabilities, but also to allow the player to use them more. The world didn't end because you could max them both out very quickly in Academy. Absorb/Protect give the player more choices in how they play and reflects Kyle's abilities in JA. Sight can also make the JO levels much easier to navigate, particularly yavin_swamp. ============================= ======= KNOWN ISSUES ======== ============================= Given the *insane* number of workarounds and hack fixes needed to get Jedi Outcast to play nicely with Jedi Academy, it shouldn't be surprising that there are a few issues. I've done my best to eliminate them where possible, but there are always going to be a few. The game has been tested all the way through successfully, though only on normal difficulty, and for JA v1.01. * On yavin_trial, the bryar pistol is hidden away instead of Kyle's lightsaber. Unlike JO, JA cannot handle starting without a lightsaber and then picking it up, causing the game to crash. The other option of starting with the saber and teleporting it away resulted in unacceptable performance issues, so this was chosen as a compromise instead. Just pretend it's a lightsaber. Or pretend Kyle *really* wants his bryar pistol back instead of the blaster pistol from JA. * AI may occasionally have trouble navigating the levels due to the changes to the navigation system between JO and JA. Trying to fix this as best possible probably took up more time than anything else in this mod... * The Lady Luck's gun at the end of ns_starpad does do damage, but will not appear to fire any projectiles. * The ship's gun on doom_detention does not cause any damage, and the player will be unable to blow up the tie fighters using them. * In a few cutscenes where animations from JO are used, the characters in question will not be able to hold items in their hands, due to a handbolt issue when using the JO skeleton in JA. Footstep noises for such characters will also fail to work. * Due to the workaround used to get Jedi Outcast objectives to load in the menu, if you use the map command to jump straight from a JO SP level to a level that isn't t2_rancor, you will still see the JO objectives. Quiting back to the main menu first will solve this. Similarly, if you (for some reason) decided to jump straight from the JO campaign to the opening level of Academy, it would play the wrong title crawl. As a result, I highly recommended you use the menu to launch the correct campaign. * Viewers may pick up on some slight changes to the cutscenes in terms of NPC positioning. Again, this is mostly a consequence of the changed navigation system between JO and JA. * If you cheat to give yourself additional saber styles, they will not work on some earlier levels. Players should also be aware that because saber styles are no longer locked to your saber offense level as per JO, Kyle's saber styles are locked through his lightsaber. If you wish to use additional lightsaber styles, you will need to change your lightsaber model first. For reference, the saber models Kyle uses in the mod are "kyleplayer", "kyleplayermf", and "kyleplayermfs", which allow medium, fast, and strong styles respectively. * At the end of doom_detention, Jan will not follow you all the way out of the detention area. This has no impact on your ability to trigger the final cutscene and complete the level. * Kyle will use male Jaden's healing sound. * One of the grates leading up to a section where you open the roof on ns_starpad cannot be seen from the underside, but can still be destroyed as normal. ============================= ============ FAQ ============ ============================= Where I presumptuously answer your non existent questions! Why did anything need to be changed at all from Jedi Outcast? Almost all the work in this mod revolved around fixing the many bugs introduced by the differences between the two engines. They're similiar enough to make this possible, but different enough such that a huge amount of things get broken. I also felt there were a few opportunities to improve things from Outcast's campaign, but almost all changes are for technical reasons. What's changed from Jedi Outcast? The gameplay additions are mostly minor with the biggest being the slightly accelerated force power gains, and introduction of a few new force powers for Kyle. Cutscene positioning has changed slightly in some cases to accomodate the modified navigation system in Academy, but should mostly be true to the originals. I'd like to contact you, send you hate mail, or profess my undying love for you. where can I do that? You can do so at iamasanguinehipster AT gmail DOT com ============================= ==== CONTACT AND CREDITS ==== ============================= I can take no credit for the fantastic Outcast campaign; all credit must go to the folks at Raven Software and Lucasarts. However, converting the levels from Jedi Outcast to Jedi Academy involved a tremendous amount of work to eliminate the huge amount of bugs. If I'd have known just how much work it would involve, I probably wouldn't have done this! Anyway, if you enjoy this, I'd love to hear your feedback. If you want to email me, either to send your thoughts, or if you'd like to know about a ridiculous and horrible hack fix I came up with (the objectives fix is rather ridiculous), you can do so at: iamasanguinehipster AT gmail DOT com Thanks to the fine people at jkhub.org for feedback and assistance. This mod requires you to supply your own asset files from Jedi Outcast. If you don't own a copy of Outcast, you you can purchase it through Steam at: http://store.steampowered.com/app/6030/ THIS ELEMENT IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENT TM & © LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. In slightly less legal speak: I don't own the copyright to Star Wars or Jedi Academy/Outcast. I didn't create the original assets the mod is based on. I'm not getting anything for doing this. This is a free mod intended to allow a great game to work with Jedi Academy, with no copyright infringement intended. Thanks for downloading, and I hope you enjoy.
  9. Version 1.0

    65 downloads

    The Ladder is pure, nonstop combat. - JediNight (it is not advised to play this if you've not played the full game) I highly recommend playing this without reading this section of the description, as I believe, SP maps can only be played once for the first time: The map features one of the multi-level rooms from the Cairn assemly line, fight your way to the end while everything falls apart! 20 YEARS OF JK2 Happy anniversary Jedi Outcast, and thanks for 20 years of one the best Star Wars games ever made! INSTALLATION - Simply place ladder_cake.pk3 in your base directory. HOW TO PLAY To load the map do either of the following: - Bring down the console (SHIFT+~) and type "map ladder_cake" - Go to your load menu and load the savegame named "ladder_cake" The music is a bit tongue-in-cheek, but I think it increases the fun level, so crank it up! CHEATS & SECRETS CREDITS - CansecoDev | Making all this thing. - Raven Software | Cairn assembly geometry. - MGummelt | Original "The Ladder" idea and entity work. - Smash3r | Music: Cyberjack Hollowdeath. - Samuel Kim | Music: Victory Celebration, arrangement. - The Prodigy | Music: Firestarter. - Megan J | Music: Darth Plagueis Theme, original composition. - Unknown? | Darth Vader's happy birthday voice and costume.
  10. Version 1.03

    34 downloads

    This file contains some Spanish audio files that cannot be obtained by any official means other than the original CD version that was released in Spain back in 2002. Neither GOG or Steam as of today (16 March 2022) have the sound files available. INSTALLATION Simply put the assets3.pk3 in the the base folder of Jedi Outcast. To have Spanish as the default text localization, copy jk2config.cfg, jk2mpconfig.cfg and setlanguage.cfg to that same base directory. This will replace your current configuration. DESCRIPCIÓN EN ESPAÑOL
  11. NumberWan

    Sulon

    SULON Locations Sulon is a small agricultural moon of the volcanic planet Sullust, which is a home to Sullustans (perhaps one of the reasons we added them in the mod). It was once a peaceful world with farms and small estates until the Galactic Empire showed up. At one point it was under control of the Dark Jedi Jerec and also home to Kyle Katarn and his family. Morgan Katarn, the now deceased father of the legendary Jedi Knight, helped the Rebels and Alliance sympathizers escape from Empire. In Dark Pastime Sulon is one of the first missions. There are only a few screenshots, but we'll add more later. 01. Katarn's Home 02. Abandoned Residence 03. River Chase (cut) 04. Barons Hed 05. Governor's Palace All these maps are complete, but need renovation and in some places more details and better lights. =) It's not that difficult, but also takes time. From time to time I create new textures, as most of the old ones are based on those, seen in DF II, and as you know, they are not the best example of quality.
  12. 42 downloads

    This is my second and last map I made for Jedi Outcast. I wanted to make use of curved surfaces for level geometry. I think it worked well, although in restrospect, I should've made it bigger....
  13. 29 downloads

    This is my first map for Jedi Outcast from way back in 2003 that I made for Forbiden Twilight clan. It's very large, but with good performance all around. There is also a CTF version with most areas blocked off.
  14. 23 downloads

    Oldschool vibes, sports in space and the smell of fresh tibanna in the air. Approved by Lando
  15. Version 1.3 [Fixed]

    12,017 downloads

    Author: Kahn D'halaine This is the JK2 version. If you're looking for the JKA version, click here. There are so many changes in this, so I wonʼt remember to mention them all. I can conclude this mod by the words "movie authency" and "enhancement". Let me quote the intro of the trailer, that Nozy found so descriptive: "This mod was intended to recreate the look, sound and the very FEELING of Star Wars - something I felt missing in JKA. To accomplish this I put together the best of all weapons mods I found along with my own work, to make a perfect weapons mod. This is: ULTIMATE WEAPONS." That says pretty much it what this is. The weapons have been altered to resemble the movies (those that are in the movies) or just enhanced, such as the explosions. Letʼs go for the general: IMPACT EFFECTS: New impact effects based on the MBII effects, a.k.a. TK-231ʼs Special Effects Mod V1 Base, by TK-231. They are much more movie-like (like everything else, so I wonʼt mention that anymore), with lots of sparks, smoke, chunks, lightflashes and all you could ask for. The effect is random, with different sizes, sounds (there are 80 different impact sounds!) and burnmarks (these are brand new!). EXPLOSIONS: Much bigger explosions with lots of smoke, fire and that stuff accompanied to great sounds! MODELS: Most models have been enhanced by a chrome shader to make them shiny, and a hand shown on the 1st person models (cred to PerfectJamie @ Massassi). Some are brand new (the DFMod models). ICONS & TEXT: All weapon icons have been remade to show the improved weapons. The text strings have also been altered for some of the weapons - instead of just saying E-11 Blaster Rifle and Thermal Detonator they now say BlasTech E-11 Blaster Rifle and Baradium- core Thermal Detonator. SOUNDS: Of course the sounds are according to the movies. Hereʼre some extended descriptions: LIGHTSABER: The lightsaber blades are my own Ep3-style blades, with the pointed tip. Uses the much more realistic clash effect from OJP and MBII. The sounds are the grinding ones from the classical trilogy, with very good impact sounds and activation/deactivation sounds. The regular saberon is Lukeʼs saber from ROTJ, the saberoff... I canʼt really think of that I heard something different in the first movies. That sound is actually the only thing that has survived from the first version (unreleased) of this mod. The enemy saberon and -off is from Dookuʼs saber, in AOTC and ROTS. The new icon is Obi-Wanʼs saber from ROTS. I also added chrome shaders to the BaseJKA sabers, to update them slightly (I still think theyʼre boring though). MELEE: New, improved sounds. THE FORCE: Movie-like push/pull and grip sounds (oh, I just got a Dejá Vú), the well-known "Force Rumble". This is best heard using a subwoofer (itʼs shaky!). The effects of these are invisible. The lighting sound is the same as when Dooku blasts Anakin and Yoda in AOTC, with an improved effect; much blueer, electrical-like with lightbeams coming from the userʼs palm. Force Speed sound like if you go into a different form of existance or something like that, that the time is being slowed down. You who have played JK2 will most probably recognize the Sense and Rage sounds as the ambient sounds in the Valley of the Jedi. BLASTECH DL-44 HEAVY BLASTER PISTOL: New scope texture, sounds like Han Soloʼs pistol in ANH and ESB. BLASTECH E-11 BLASTER RIFLE: Much better models with darker textures, shinier shader, and the sounds... Theyʼre like a dream, from the blasting in ANH. TENLOSS DXR-6 DISRUPTOR RIFLE: Looks like itʼs a brand new weapon - shiny! Really nice sounds, effects and a new scope, based on the A280 scope in MBII. The disintegration effect is now a lot of fire and smoke that leaves a pile of ashes for some seconds... WOOKIE BOWCASTER: Polished by a furry hand, sounds like Chewieʼs firing in ESB and ROTJ. Red bolts as default, but green is optional. IMPERIAL HEAVY REPEATER: Sounds like the repeater in Dark Forces, with its blue bolts. DEMP2: Probably the most polished gun of them all... Much more electrical effects, and there comes smoke from the muzzle when firing, inspired from the Jawa ion gun in ANH. GOLAN ARMS FC1 FLECHETTE WEAPON: Now fires red-hot metal shards, as the description says! The shards stay buried in the wall for some time. Sounds much more shotgun-like. The alt-fire is shield-protected frag-grenades that spread lots of shrapnel when they go. I also added a "grenade goes into position" sound after each fired grenade. STOUKER CONCUSSION RIFLE: I havenʼt done anything to the models or firing sounds of this, but the effect... I was inspired from the Trandoshan Concussion Rifle in Republic Commando, and tried to replicate the effect. Itʼs primary an imploding sphere that sends out a shock when imploded. Actually I made the effect even before I got Republic Commando; I had found the explosion sound effect for the weapon on FileFront and decided use it in my mod. At first it was a replacement for the Flechette alt-explosion and had an imploding blue shell that sent out a horisontal shockwave and golden sparks. But finally it made itʼs way to the Stouker instead. MERR-SONN PLX-2M PORTABLE MISSILE SYSTEM: Oh my, in OJP Enhanced these are feared, as they blow you apart like nothing! The explosion is much bigger, the sounds are great with a "place new missile in position" sound after each firing. The smoketrail is made much longer, with a matching powerful loop sound. I also reskinned the missiles to dark grey. BARADIUM-CORE THERMAL DETONATOR: Now this looks like it should do, a big expanding glowing sphere of doom... New models, sounds, you name it! Sounds exactly like the thermal Boushh (a.k.a. Leia) holds up in Jabbaʼs palace in ROTJ. TRIP MINES: Red laser beams... Big explosion if you touchʼem... Really nice sounds... DETONATION PACKS: New sounds and a big explosion with a lot of smoke... ITEMS: New item respawn sound (dunno how to describe it), bacta sound like some sort of hydrualic injection and a new chat sound like a short comradio static. Oh, and the spawn effects! Big beam(s) that leaves a little mark on the ground where you spawned. The portable sentry now fires green bolts and sound like a big ship cannon (the Lady Luck cannon, the cannons aboard the Dreadnaught). MISC SOUND CHANGES: New sounds for weapon switching, low ammo warning, Rebel ship hyperdrive and hologram sounds (I think this only appears in JK2). GAME FUNCION CHANGES: Iʼve edited the weapons.dat script to make some weapons fire a little faster and increased the ammo limit, only for SP though. But it works in CoOp in OJP! Thatʼs it for the main mod, UltimateWeapons.pk3. Now for the additional PK3s! ****************** Optional Files ****************** There are some additional files that alter the weapons in some ways: BRYAR PISTOL REPLACEMENT - xyz_bryar_pistol.pk3: Replaces the DL-44 with Kyle Katarn's modified Bryar pistol from Dark Forces, with appropiate sound from Jedi Knight: Dark Forces 2. BLASTECH DC-15A RIFLE REPLACEMENT - xyz_dc-15A_pah.pk3: Replaces the repeater with the DC-15A clone trooper rifle by Pahricida for MBII. New sounds and effects by me. GREEN BOWCASTER BOLTS - xyz_green_bowcaster.pk3: Makes the bowcaster effects green, with different sounds. LOW QUALITY EFFECTS - zzz_UltimateWeapons_LQEffects.pk3: If you find the effects laggy due to all the sparks, try setting fx_expensivePhysics to 0 or place this file in Base. It lowers the number/removes the sparks and makes the smoke fade faster. NO BLOOD - zzz_UltimateWeapons_NoBlood.pk3: If you don't think blood fit into Star Wars or just don't like blood, this is the file for you! Removes the blood splats from the effects, but leaves a slight red smoke, because in Ep1 when Obi cuts Maul in half, there's coming reddish smoke from the cut. Did Obi hax the system even in his young days, or what do you think? ******************* Known Bugs ******************* Sometimes the effects disappear when many are active, due to the game's sprite limitation. Use zzz_UltimateWeapons_LQEffects.pk3 to solve this. The chrome shaders may not work properly in MP, at least they don't for me. I have no solution to this. Note that other mods may interfere with my mod. PK3's are loaded in this hierarchy: Mod directory/PK3's Mod directory/files in folders Base/PK3's PK3's are loaded alphabetically, and therefore you can't name a mod something like "aaa_mymod.pk3" as would be overridden by the base JKA assets.
  16. 43 downloads

    Author: zag and =Someone= Changes the model, skin, effects and sound of the thermal detonator to resemble a snowball. Completion Date: 11/12/2005 Credits: Model/Skin/String files - =Someone= Effects/Sound - zag Installation Instructions: Place snow_balls.pk3 in Gamedata/base folder. Notes: This is the third version of my snowball mod, the first of which was made for jk2 and bundled with my first released map. Unfortunately this mod is not compatible with the MovieBattles mod, maybe in the future someone will make a version compatible with it but it wont be me as this is my last submission to the JKA modding community before i move on to greener pastures. Thanks to =Someone= for helping me perfect this mod, ive finally got it exactly how i imagined it should be all those years ago. To check out more of my (mapping) and =Someones= work visit www.moviebattles.com
  17. Version 1.00

    128 downloads

    Yes, another Kyle reskin! This skin pack pays homage to the original aesthetic and outfit designs of Jedi Knight's hero, Kyle Katarn. Blending elements from Dark Forces and Dark Forces II, these textures include modified details to depict this character in a more rugged, mercenary-esque look. With a thicker beard, classic black gloves, and a stuffed ammo belt, the New Republic Agent Katarn is ready to take on the Imperial Remnant with a bit more sentimentality. There's also a chestplate concealed underneath his suit from his Dark Trooper-dismantlin' days. There are two variants for those that care more or less about continuity when using this mod, as the skin does overwrite the default Kyle skins for singleplayer and multiplayer whilst installed in the game directory. One is a younger, less-grayed appearance that calls back to Dark Forces II, while the other is slightly aged as Kyle should be by the time of Jedi Outcast. Both share the same outfit, however. There are icons and red/blue team skins for visual clarity, and for those that want to use this skin in team-based, multiplayer modes. These skins attempt to retain most of the original artstyle of JK2 as some textures contain modified materials from other game characters; the model is unchanged besides the omission of the drawstring collar. Some other details are entirely new, as it is meant to portray Kyle in a way that encapsulates the look or fantasy of some of his adventures from older games/stories. Additionally, there is a complimentary saber color pack that adjusts some of the blade shapes to be slightly sharper with more contrast and fizzling. This file is entirely optional and is only here as a plus - or afterthought, if you will.
  18. 352 downloads

    Author: Steven Brown (Blaster) Date Of Release: November 2002 Description: This is the sequel to my singleplayer map 'The Mainframe 2.0'. If you have not yet played 'The Mainframe 2.0' then I suggest you download and play it before you play this one. You can get it from the following websites: The Mainframe The Dark Alliance II: Vengeance of the Sith I hope you enjoy this map just as much as I did making it.... no really I did! - Blaster Story: A year has passed since the encounter with Darth Vader at the mainframe complex on Kejim. It has remained a mystery to how Darth Vader was somehow brought back to life and the Republic have found no leads to the location of Tavion. UNTIL NOW! A smuggler known as Marlow Baruk, brother of Reelo Baruk, has been receiving large quantities of Imperial equipment. Republic spies have found that Tavion, along with her new forces, have been negotiating with the smuggler in a quiet part of Narshaddaa. It is believed that she is giving Imperial equipment to Marlow in order for her to create a secret base underneath Marlow's own hideout and are allying their forces together in an attempt to start a war against the New Republic. If this kind of act is to occur then who knows what will happen. An offensive has not been easy and all attempts to inspect Marlow's hideout are at a loss. He refuses to co-operate. The Republic has no choice but to send in someone to investigate. Kyle is now a Jedi mercenary agent working for the New Republic and they have called for his skills in dealing with these matters and besides Kyle has some unfinished business with Tavion. The mission is not going to be easy. First Kyle must inspect Marlow's hideout and see if he can find Marlow himself and interrogate him. Then if possible he must apprehend Tavion inside her secret base and send a signal to blue squad, so they can take control of the base and investigate what Tavion has been up to. Marlow's hideout will be well guarded and the entrance will surely be hidden. Additional Credits: I am in no way responsible for the other models and MODS that have been included in this MOD. All credit goes to the authors and you can see who is responsible for these in the closing credits at the very end of the level. STAFF EDIT: Here are the credits: Black Jedi Reborn Skin - DarkMavis Jedi Knight Reborn Skin - Crapse Anakin's Saber Hilt - Ryan "Alaris" Hutchings Episode II Saber Blades - The RattleSnake Stealth Jedi Gear for Kyle - HapSlash Darth Maul Model - Adam "Cheshire" Lee Red Darth Maul Skin - Kurtis "Kman" Smith Yoda Model - Team Yoda Dark Yoda Skin - Mars Marshall Cinematic Saber and Weapons SFX - Patrick Darth Cinerate Skin - Magnetixxx ================ Installation Information: Simply create your own folder in the jedioutcast/gamedata directory and call it 'The Dark Alliance'. Then load up the game and enter the 'Setup' menu and select 'MODS'. Click on 'The Dark Alliance' and then click on load. All you need to do now is start a new game and then select your difficulty. Make sure you have the latest patch for the game or it will not show up in the MODS menu! Construction Information: Known Bugs: In part 2 you may get stuck in the red force fields. Use crouch to get unstuck. Secret Areas: There are secrets in the levels so see if you can find them all. There are 2 in part 1, 3 in part 3 and 1 in part 4. License Agreement * I admit that * (as required by the LEC License Agreement about Addon Levels) 1. My Level works only with the retail version of the Software, and does not work with any demo or OEM versions of the Software. 2. My Level does not modify any COM, EXE, DLL or other executable files. 3. My Level does not contain any illegal, scandalous, illicit, defamatory, libelous, or objectionable material (as may be determined by LEC in its sole discretion), or any material that infringes any trademarks, copyrights, protected works, publicity, proprietary, or other rights of any third party or of LEC. 4. My Level does not include any LEC sound effects or music files or portions thereof. 5. My Level identifies in every description file, on- line description, read-me, and in comments in the New Level code: (a) the name, address, and e-mail address of the level's creators, and (b) the following disclaimer: "THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY." 6. My Level may not be sold, bartered, or distributed with any other product for which any charge is made (other than incidental charges for time spent on-line), but rather must be distributed free of charge. 7. By distributing or permitting the distribution of any New Levels, all creators or owners of any trademark, copyright, or other right, title or interest therein grant to LEC an irrevocable, perpetual, royalty-free, sub- licensable right to distribute the New Level by any means (whether now known or hereafter invented), and to create and distribute by any means (whether now known or here- after invented) derivative works thereof, and to charge for the distribution of such New Level or such derivative work, with no obligation to account to any creators or owners of the New Level in any manner. ============================================================================================ Copyright / Permissions ============================================================================================ Authors MAY use this level as a base to build additional levels (just mention the author). THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY. You MAY distribute this level, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact, with NO charge (other than incidental charges for time spent on-line).
  19. Version 2.0

    310 downloads

    Author: Steven Brown (Blaster) Date Of Release: July 2002 Description: This is the first in a trilogy of mods. The sequels are: The Dark Alliance The Dark Alliance II: Vengeance of the Sith This is the second version of my single player level 'The Mainframe'. Most players found Vader to be too tough in the original version and found it could have been bigger. Well now IT IS! There are now two maps, one called part 1 and the other called part 2. Part 2 will be familiar to all those who have played the original. I don't want to spoil any surprises, so what are you waiting for go play! Story: Kyle and Luke have found that Tavion has somehow resurrected Darth Vader. Luke decides to go to Kejim alone and defeat his father once again. At the meantime Kyle must try and find out where Tavion is hiding. However Kyle senses a disturbance in the force and feels that Luke is in trouble. Kyle decides to go to Kejim and help out Luke. Kyle arrives at the Imperial outpost on Kejim. Luke's ship is there but he is nowhere in sight. However Kyle can sense were he went and follows his trail. Just as he is about to enter the base a Reborn and two stormtroopers come through a door followed by a familiar droid sound approaching from behind. This is it there is no turning back. Can you defeat Darth Vader? or will you fail and allow Vader to bring about the rebirth of the empire. DO OR DO NOT, THERE IS NO TRY. - Jedi Master Yoda Mission Objectives: Kill Darth Vader Engage all Remnant troops in the area Find Luke Escape with Luke alive Additional Credits: All the people at jediknightii.net, Michael Frost who created the Darth Vader MOD and Crapse who created the Jedi Knight Reborn skin. Joe Dyer for the 'Bridge' prefab and Yves Allaire for the 'Bridge' prefab textures. Gidion The Dead for the 'Imperial Screen and Computer' prefab and the 'Hangar' prefabs. Expositus for the 'Imperial Eagle' prefab. All prefabs credited can be found at www.jedioutcastmaps.com. Installation Information: Simply put the Mainframe 2.0.pk3 file in your jedioutcast/gamedata/Mainframe 2.0 directory, load up the game goto the 'Setup' menu and click on 'Mods' then click on Mainframe 2.0 and then click 'Load Mod'. Then bring down the console and type in "map part_1" (without the quotes). If at any time you just wish to play part 2 type in the console "map part_2" (without the quotes). Using the 'Mods' menu will allow you to put in the Reborn Advanced and Vader. If you don't know how to bring down the console goto the Jedi Outcast main menu and press the ` key and the left shift key together. If you wish to quit the credits at the end either press your use button to speed them up or bring down the console and type "quit" (without the quotes). Construction Information: Vis Time: About 45 Minutes for both maps Build Time: About 50 hours Known Bugs: While fighting the Advanced Reborn you may hear Kyle say the line "Strange he looked like a Jedi and fought like a Jedi etc." This is supposed to happen only when you have defeated him but for some reason he just says it sometimes. At one point he even said it four times! It seems to happen not that often though. Another bug which has happened only twice is some kind of sound problem. What happens is the game will stop and return to the main menu with a 'sound input out of range' type of error. I don't know what this is but it happened twice when I was destroying the probe droids with a saber throw. It happens very rarely though and if it happens with you then just restart the level and play again. Hopefully the problem won't happen again on your second go. Author Notes: My apologies to all the people who were annoyed with the fact that Vader took about 600 hits to kill him in version 1.0. Now Vader's hit points are 4000 and Luke's are 2500. Vader is still tough but should take less time to kill. Vader and Luke only spawn when you are going up the elevator. This should fix the Luke dying straight away bug. ============================================================================================ License Agreement ============================================================================================ * I admit that * (as required by the LEC License Agreement about Addon Levels) 1. My Level works only with the retail version of the Software, and does not work with any demo or OEM versions of the Software. 2. My Level does not modify any COM, EXE, DLL or other executable files. 3. My Level does not contain any illegal, scandalous, illicit, defamatory, libelous, or objectionable material (as may be determined by LEC in its sole discretion), or any material that infringes any trademarks, copyrights, protected works, publicity, proprietary, or other rights of any third party or of LEC. 4. My Level does not include any LEC sound effects or music files or portions thereof. 5. My Level identifies in every description file, on- line description, read-me, and in comments in the New Level code: (a) the name, address, and e-mail address of the level's creators, and (b) the following disclaimer: "THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY." 6. My Level may not be sold, bartered, or distributed with any other product for which any charge is made (other than incidental charges for time spent on-line), but rather must be distributed free of charge. 7. By distributing or permitting the distribution of any New Levels, all creators or owners of any trademark, copyright, or other right, title or interest therein grant to LEC an irrevocable, perpetual, royalty-free, sub- licensable right to distribute the New Level by any means (whether now known or hereafter invented), and to create and distribute by any means (whether now known or here- after invented) derivative works thereof, and to charge for the distribution of such New Level or such derivative work, with no obligation to account to any creators or owners of the New Level in any manner. ============================================================================================ Copyright / Permissions ============================================================================================ Authors MAY use this level as a base to build additional levels (just mention the author). THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (C) LUCASARTS ENTERTAINMENT COMPANY. You MAY distribute this level, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact, with NO charge (other than incidental charges for time spent on-line).
  20. Version v1 (JK2)

    135 downloads

    This is my Kyle reskin for JA ported to JK2, with a couple small changes where necessary. The RGB skin and whatnot are absent since JK2 doesn't support that. The mixture of JK2 and JA sounds in my JA skin is gone too--it's all vanilla JK2 sounds here. In the future, I'll just make and release JK2 ports of my JA reskins simultaneously, when possible.
  21. Version 1.0

    1,591 downloads

    Barrghbossa's Lightsaber/Melee Sound Mod AUTHOR: Barrghbossa Video Demonstration: Description: A Sound Mod for Jedi Outcast and Jedi Academy. Replaces the melee sound effects with ones from Indiana Jones and Star Wars movies. All of the melee/saber sounds were ripped from the uncompressed surround sound tracks for the movies (or the Dolby Stereo tracks for the Return of the Jedi sounds) and re-edited to fit about the same audio length as each original file. All in all, it sounds like a mix of Return of the Jedi and The Force Awakens in heated combat. Install: Drag and drop the "PJ_JK_SFX_v1.pk3" folder, located in the .zip folder alongside this readme file, into Jedi Outcast or Jedi Academy's "base" folder located in "\Steam\steamapps\common\jedi outcast/academy\GameData\base" Enjoy! VERSION 1.0 (Initial Release) Works in both JK2 & JK3 .zip file including a "README" file, and the "PJ_JK_SFX_v1.zip" folder containing the "PJ_JK_SFX_v1.pk3" folder. "PJ_JK_SFX_v1.pk3" includes a "sound" folder which contains the folders "weapons". The "weapons" folder contains the folders "melee" and "saber". The "melee" folder includes the new punch and kick sound effects (from various Indiana Jones and Star Wars movies). The "saber" folder includes the new sound effects for the lightsabers in game. The main saber blocking sound effects are from a bonus feature video of Luke Skywalker fighting Darth Vader on the second Death Star without the musical score. Two of the saber deflection blocking sounds are from Episode 7 while one is from Episode 6. The Fast Style lightsaber offense sounds are from Count Dooku's lightsaber in Episode 2, the Medium Style sounds are Obi-Wan's lightsaber from Episode 1, and the Strong Style sounds are a combination of Episode 7 and 3 (though the Strong Style back-swing sounds are the Fast Style Episode 2 sounds). The lightsaber on/off sound is from Episode 3. The dark jedi on/off is also from Episode 3. The saber quick off/on is Luke's Episode 6 lightsaber. The saber spin sound effects are all different intensities of Darth Maul's sith lightsaber from Episode 1.
  22. Version v2

    241 downloads

    Board the *flaw station and battle in all enviroments imaginable or embark on the quest to figure out why door in the main lobby is locked... ? Overcome the challenges to take back the streets. Features: Night and day in one map. - change over an elapsed time Dynamic race track - ?? you say? yeah, once you start it, you are locked into a track and locked out of the upper downtown streets. custom music composed by Peter Colasuonno (aka Schwink) area lit ambience audio sounds - caves, rain, wind etc... challenge based reward system - first to complete a challenge receives points, finish one to unlock the next Rail slide system - been working on this since my first map, its not as constrictive or as controlling, but I think it can be fun this time around ;-P biggest jk2 map to date? maybe, this map wrang the neck of the compiler
  23. 188 downloads

    This is my reskin of Jan Ors for Jedi Academy, adjusted to work in Jedi Outcast. Unlike my previous JA-to-JK2 ports, the more prevalent use of RGB tinting on this one made a 1:1 port less feasible. As a result, I had to make some minor changes to make it work in JK2.
  24. Version 2

    183 downloads

    What is this? It's the protagonist from Nazar Design Group's total conversion mod for Jedi Outcast - Communication Force. His name is Mark Pride (yes, it's official), and he's basically a mash up of Kyle and Jedi Trainer (the way he was designed for the mod). Why? Because I was feeling nostalgic, and wanted a new bot. It's just a Jedi Trainer with standard red skin! Um, no it's not; it's Mark Pride, damn it! He's got...abilities! Bugs: Can't find any myself, perhaps you could report some?
  25. When I export my .glm and play jedi academy one of the arms almost looks transparent and you cannot see the texture. The mesh is then weirdly dark when I try to import it into blender. Any ideas on what the issue is? Here is a picture. https://www.dropbox.com/s/vjfw42lc1u44wqg/Pic Issues.png?dl=0
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