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  1. 42 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).
  2. Version 2.0

    32 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).
  3. 1,306 downloads

    Author: Edward Peretti Original download This is a re-vamp of the legendary Mara Jade character from the "Mysteries of the Sith" addon pack for Jedi Knight. This is for Jedi Outcast. Includes NPC support and Bot support. This was a lost JK2 file, but has been re-packed for JKHub. NPC names: npc spawn jedimara (saber-wielding) npc spawn rebelmara (blaster wielding)
  4. Version v1 (JK2)

    20 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.
  5. Version 1.0

    1,368 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.
  6. Version v2

    219 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
  7. 73 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.
  8. Version 1.3 [Fixed]

    9,696 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.
  9. Version v1.00a

    5,132 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.
  10. Version 2

    172 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?
  11. 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
  12. 156 downloads

    Description Based on the singleplayer campaign map. bsp name - duel_taspir Installation Extract the archive and put the pk3 file into base folder.
  13. 63 downloads

    This is my reskin of the Bespin cop for Jedi Academy, adjusted to work in Jedi Outcast. Same as with my recently-posted Mon Mothma reskin, it's identical to the JA version, only the specular shaders don't produce dynamic glow and the RGB skin is omitted.
  14. 60 downloads

    This is my reskin of Mon Mothma for Jedi Academy, adjusted to work in Jedi Outcast. Aside from removing the extras that only work in JA, it's the exact same reskin. That said, the icons still use JA-style backgrounds (which were made by Ruxith here on JKHub). The hologram of her that appears in the opening cutscene (after the opening crawl and the Raven's Claw flying towards Kejim) is untouched, since that appears to be one of three ROQ files (the ones used for pre-rendered cutscenes) and I have no idea how to edit those. For the record, loading the JA version in JK2 doesn't crash the game (I deliberately didn't include the model.glm primarily to avoid unnecessary redundancy), but the shader parameters that JA uses to assign dynamic glow to stuff aren't programmed into JK2, resulting in errors if the model is loaded. Her dress uses one of its two specular textures (the one to make the necklaces shiny, so it's entirely black save for them), while her mouth and eyes use their specular texture, making her eyes look a little creepy. Likewise, her boots are mostly black, save for a pair of brownish accents here and there. Moreover, the JA model includes a sounds.cfg written for JA. The vanilla file has her using "mp_generic_female" instead of "mothma". There is actually a soundset in JK2 called that, but the way sounds.cfg are written in JA is different than in JK2. JK2 wants "chars/mothma/misc" followed by "f" on the next line to indicate Mon is a woman and it should read "[player name] killed herself" and so on when applicable. JA's syntax just needs the name of the soundset folder within "chars". As a result, JK2 reads "mothma", looks for a folder within sounds called "mothma", doesn't find it, and therefore leaves the model soundless. It does properly read the "f" on the second line and adjusts the death messages accordingly, though. In short, it doesn't do any harm if you use the JA version in JK2 beyond making Mon Mothma look kinda freaky. So if you feel like messing around, give it a whirl.
  15. 168 downloads

    Jedi Academy Version This is a simple recolor of Jan to match my Kyle. I made her shirt white and the vest, with all the other brown parts, black and give her the pants from her blue team skin. As a bonus I've added a Jedi skin for her which is simply the default skin without the vest like in Jedi Outcast. The JediF NPC will use this skin but it's also selectable in MP.
  16. 142 downloads

    This is a simple recolor of Jan to match my Kyle. I made her shirt white and the vest, with all the other brown parts, black and give her the pants from her blue team skin. I've checked if you can use this for Academy. Because it doesn't work, I made a Academy Version so you can use this skin in Academy also:
  17. 254 downloads

    My first skin, which I have done on my android device, is a simple reskin of everybody`s favorite guy with a lightsaber, Kyle Katarn. I simply put him into edited clothes of Jedi2 and changed the color of the pants to green, made Kyle`s boots black and played a little bit with the brightness and contrast settings on the torso. His shoulder pad is now also black and I disabled the collar thing. I like my version of him much more than the farmer Jedi and I hope you too. This will work also in Jedi Academy!
  18. Version XII (12)

    350 downloads

    < NT > XII Client created by NTxC (reality~) This clientside works best with servers that have the < NT > XII Server Mod installed, but should also work with servers without it. Installation: Navigate to your jk2/GameData/ directory (jk2 is where you installed the game). Copy the ntxii folder from this package to the GameData directory so that in the end the path looks like this: jk2/GameData/ntxii/ Inside that folder you should have the ntxii.pk3 file, which is the actual clientside containing all the data needed to use it. That's it. You can now go to a server and play with the newly installed clientside or you can always load it manually by entering the Main Menu and going to Setup -> Mods -> pick "ntxii" from the list -> Load Mod. CUSTOM HUD: After first-time use on a server, a customhud.cfg file will be generated in the ntxii directory. Review it. You can use it in combination with nt_customHUD 1 to customize your HUD to a great extent, as you are now presented with the ability to move the HUD elements on your screen. WARNING: customhud.cfg isn't updated by the game, so you have to manually update and save it! CAN'T FIND DEMOS/SCREENSHOTS/CONFIGS? Watch out for the evil tactic of Windows which sometimes results in your game-generated data like demos, screenshots landing NOT in your jk2/GameData/ntxii/ folder as they normally should, but in: C:\Users\yourusername\AppData\Local\VirtualStore\. That's where you will find the JK2-generated user data. A solution to counter this Windows behavior is to always run JK2MP.EXE with a right-click -> Run as administrator. You can also disable UAC (User Account Control). GAMMA BUG: if you can't set r_gamma to your likes, and/or you get a "SetDeviceGammaRamp failed." error, then right-click JK2MP.EXE, select Properties, change to the "Compatibility" tab and select Windows XP SP3 compatibility. Press OK and the gamma bug will then be fixed. Clientside features: - Crash fixes - Built-in JK2 minimizer (default: CTRL+Z and CTRL+SHIFT+Z, use cvars/settings menu to customize) - New gametypes (Double Domination, Hold the Point) - Random Model feature - Ignore feature - Integration with NT's Fix functions, such as admin commands - Ultra-fast HTTP pk3-downloading system - Ingame serverlist (made by Nerevar) - Optional mouse movement smoothing - Enabled console and key input during demo playback - Support for JK2 DeFraG - Accel-Meter which will help you strafe properly - Visual support for Client Zero serverside bugfix - Removal of the cg_fov 97 limit - Instant import of the old NT XI config file - Demos: you can now change the RECORDING caption into a little *REC caption or disable it completely - 52 new color codes for you to use freely! (use /colorguide) - custom HUD The clientside supports Windows XP SP2+, Windows 2000, Windows Vista, Windows 7 and Windows 8. Questions? Bugs? Contact: xfire: ntxc msn/e-mail: nontoxic_1@hotmail.com Copyright © NTxC 2011-2014 Visit the home page: http://jk2nt.cba.pl/ (now defunct) http://www.ntxc.pl/ 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. Accel-Meter code provided by Dzikie Weze
  19. 166 downloads

    Description The room from Singleplayer company bsp name - duel_rift Installation Put pk3 file into base folder
  20. 149 downloads

    I have made MANY changes to this skin since version 1.0 and I think that FINALLY I have achieved making one of the most realistic At-at pilots possible. There are still a few very minor things that I have to touch up for all of the Star Wars nerds that notice every little off detail about the skin. Depending on the feedback I get for this skin I MAY make a 3.5 skin. BTW I fixed the "error" that made the skin overwrite the Stormpilot. This Edition is for people with Jedi Outcast. Please note that this edition has seen minimal testing and some of the features might not work. CAN BE USED AS LONG AS CREDIT IS GIVEN. HAVE FUN!!!!!!!!!!!!!!!!!!!!!!!!!
  21. Version v2

    1,812 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 =]
  22. 181 downloads

    All credit goes to JulioC. All I did was port the skin over to the JK2 Kyle model. A very simple task, done in my first week of learning to do some JK2/3 modding. I saw some people who wanted to use this skin in JK2 and weren't sure how, so I figured this might be nice to have on the hub, since I haven't seen this done here or elsewhere.
  23. Version 2.0

    787 downloads

    ////////////////////////////////////////////////////////// STAR WARS JEDI KNIGHT MODIFICATION ////////////////////////////////////////////////////////// Enjoy ! and I hope you enjoy this Darth Stalker new version Title : Darth Stalker - Star Wars: The Force Unleashed 2.0 Texture Author: GustavoPredador (Darth Lord Vader) Credits: Darth Shiftee, Disney and George Lucas Original File: https://jkhub.org/files/file/625-sith-stalker/ by Darth Shiftee Installation: Place Darth_Stalker.pk3 into the "StarWars JediKnight Jedi Academy/GameData/basefolder". Steam "C:\Program Files\Steam\steamapps\common\Jedi Academy\GameData\base" Instructions: In order to use NPC's you will need to activate cheats here's how you do it. Singleplayer- Once your in the game, hit "shift and tild (~)" to activate the console. Next type "helpusobi 1"...hit enter (cheats are now on)...next type "npc spawn (the npc's name)" Example: npc spawn Darth_stalker. Here are the npc model names for this model... For Playermodel: Darth_stalker For Npc: Darth_stalker Note: you must enter one of the above names when spawning your npc.
  24. 166 downloads

    A map showing the structure of the famous map of dust and texturing css-style Bespin make this map ideal for capturing the flag may also shoot at each base.Lo several laser designed to practice the botroutes which is the first time that the use . I hope you enjoy:).
  25. Version 1.5

    221 downloads

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