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Found 14 results

  1. I will be adding my old mod, Ingame Character & Saber Menus to the project. This mod allows you to change your appearance and saber at any time ingame. https://jkhub.org/files/file/562-ingame-character-and-saber-menu/
  2. green = complete, yellow = started, red = not started Jedi Knight 2: Jedi Outcast Characters Kyle Katarn Jan Ors Tavion Lando Desann Luke Bartender Scouttrooper Levels cairn_stockpile Various texture improvements Improved ns_streets bar scene More movie-like Bespin Weapons/Force Powers Bryar Blaster Pistol E-11 Blaster Rifle T-21 Repeating Blaster Tenloss Rifle Bowcaster Repeater DEMP2 Flechette Stouker Concussion Rifle Merr-Sonn Rocket Launcher Imperial Pistol
  3. If not in the next "immediate" update, hopefully within the coming updates for JK:Enhanced.. (Most likely release being 2017) Myself, @@Cerez and @@Asgarath83 will be looking to incorporate a new version of Coruscant into the mod, that we know to be 't2_rogue' (Capture the Crime lord - Lannik Racto) from the base game. The full info about this mission and map improvement can be found here; https://jkhub.org/topic/7489-looking-for-a-custom-mission-creator-willing-to-pay-a-small-fee/ If you'd like to participate and contribute anything towards the progress of mission, then head over to the above link and leave your input/feedback in the thread. Once this mod is fully complete and incorporated into JK:Enhanced, there are also plans to improve other base missions within the game, to bring them up to scratch and into the modern era. Although, nothing's set in concrete, as of yet.
  4. So I am finally learning how to map, so I figure that I might as well make a SP mission for this project while I learn. This is my first map, bear with me here. Basically this mission will have something to do with the cultists at an old Sith temple on the planet Ilum, where lightsaber crystals are found during the films. The Jedi had a temple for Padawans to take a trial to get their crystals, I figure the Sith had a temple too, and I'm sure it had a great deal of dark side power to draw Tavion to it. This map will take place in the Sith temple, but it's more of an underground cave temple, inspired by Skyrim and KotOR. Lots of red crystals scattered throughout. Perhaps the source of the power is a giant crystal? You'll start out the mission outside a cave, in which you enter the cave (probably an ice cave, a la Skyrim) and make your way into the temple's entry. There will be the first room, with a "cleansing" trough (could be used for ancient rituals or to cleanse the crystals), and some boulders. No obvious door is visible, but an observant player will notice the wall looks odd, and can be pushed with the Force. Through that door opens another small room with crystals, a statue, and a door: the entry to the temple itself. First room of the temple will be a very large corridor with statues lined down the walls. And that's as far as I've gotten so far with the map. Here are some screenshots to show my progress (sorry for the darkness, its not that dark in-game):
  5. I'd like to get more of an in-depth discussion on the missions we are adding and potentially changing for JKA. Would @@therfiles and @@Rage still be interesting in this? I'd still like to implement the existing level Rage has been working on. Now that we have a new focus, perhaps we can come up with new missions. I may go back to the old thread to see what we came up with before.
  6. I think this would be a good idea to have for SP so that you can pickup and "disarm" your placed trip mines and detpacks and reclaim them if they don't go off. Alternatively it would be cool if you could disarm the world trip mines too and obtain the "weapon" and an ammo pickup from it.
  7. Just noticed this project, just wanted to say feel free to bundle the ffa3 map in it if you want https://jkhub.org/files/file/1723-tatooine-spaceport-ffa-remake/
  8. Would it not make sense to have a progressive level/xp system for campaign players? This would allow users to customize the character by unlocking weapons, gear and potentially force powers. Have a Create-A-Class system ala BO3 SP. This could offer users to replay levels with upgrades later too. Create a Class in BO3 SP: http://images.akamai.steamusercontent.com/ugc/528417746336977369/669E2DDA17DFAABD7891B746CF5C073661DCAEEA/ Weapon Selection for a class: http://images.akamai.steamusercontent.com/ugc/528417746336979910/9B9EAB47CB4DA843E8D9EAFDAA09FD63B719C2FD/ Character Power upgrades customization at hub map: http://images.akamai.steamusercontent.com/ugc/528417746336981274/DECF05575308BA33946FC26519B0AF5A04A567A7/ Player customization / outfit at hub map/start: http://images.akamai.steamusercontent.com/ugc/528417746337059645/6981B4B0B52F00A094BAA17A0088ECFE8C393501/ As it stands in JKA the selection screens are very poor IMO. You're locked to selecting something even if you can't for example or don't want to necessarily. I think a good idea would be: Primary Weapon 1 Primary Weapon 2 Pistol option (for jka or jk2 pistol) or none if deselected Melee option (saber, stun, or none selected chooses melee) Saber attachment like screen would allow you to choose saber type if available too. This way you can go through a map with whatever saber(s) you have available once unlocked. Weapon personalization would allow you to select your saber color(s) as well. Explosive Equipment selection
  9. Hey guys, here I want to present you a little preview of what I made so far for the SP Mission "Imperial Space Station". I wanted to show this like 2 months ago, but anyways, here is what I got Right now it's only the hangar where you start as Jaden (first version of the story is discribed in this topic http://jkhub.org/topic/2640-gold-pack-discussion/page-6). I decied to chose a style between the Death Star and a JK2-ish imperial base. There will be four doors (on the screenshot and finished is only the huge one) so that you can go in many directions. I hope you will like it and ideas and criticism are always wanted! Best regards, Rage
  10. I was thinking. Rather than the typical reload that you see in most games, how about this idea: Pickup ammo as usual but when you exceed the amount in the clip, it gets stored in the reserve (half of the clip maximum, so 400 clip will be 200 reserve). Then when your clip is empty, you hit the reload key which will drain the reserve. This will play a reload animation (both player model & viewmodel) and have a special "recharge" animated shader overlaying the weapon model accompanied by a "recharge" sound. This way, it keeps reloading looking sci-fi and also solves the problem of "but this weapon has no physical clip, how would it reload?".
  11. idea (refined by @@eezstreet): hidden saber crystals at various points in the SP levels that you can choose to use when building your second saber(s). possibly give stat changes (damage, length, etc.) or extra special colours (like black), rather than needing a different crystal for each colour, so that the RGB sabers can still be used freely.
  12. Well this is a project I've been working on around the time I started modding. It started out as a small personal mod and started growing as I began to change the game more and more to what I believe is an improvement. The goal of this mod was to improve upon different aspects of JA in all ways, usually starting with an annoyance or the thought "Wouldn't it be cool if it was like this instead?". So this project grew and grew, especially after being somewhat influenced by my Prequel Conversion Mod, but actually doing the opposite. To make the game more accurate to the original trilogy in some ways. Not all. As of now it covers a lot of different things: Changing blaster effects (bowcaster, pistol, and turret bullets are red/repeater bullets are normal looking blaster bullets)New NPC's to give more variety of characters (Selkath, Devronian, Aqualish, Gamorrean)DT's Stormtrooper replaces the default stormiesApollyon's Imperials replace the default onesReplaced imperial saboteurs with Scout TroopersReplaced imperial workers with imperial commandosAdded Rebel Commando to replace the rebel2 NPCReplaced DEMP2 weapon with ion blasterDisruptor is now black, to match Imperial styleReplaced Flechette with AshuraDX's Talon Kardde shotgunReplaced Imperial Repeater with T-21 repeaterTemporary try-outs: Replaced Briar pistol with DH-17 blasterReplaced blaster pistol with Imperial PistolLuke is now Toshi's Luke (it's temporary until I decide between Toshi's or my reskin of DT's)And a few more minor things. It's not finished obviously and I'm finally bringing this to the surface for this Gold Pack. Give me some feedback but keep in mind this did start out as a personal mod that I wasn't planning on releasing. Thanks to @@DT85 for the Stormtrooper and to @@AshuraDX for half of the replacements (Selkath, Devronian, Ion Blaster, Shotgun - great models!). I have already asked both of you for permission at some point, let me know if you want to recant your agreements. Screenshots
  13. This is something I've always wanted to implement into JA. The classic dialogue selectors (inspired from KOTOR) are something I've always wanted to bring to JKA. Above is a concept I've created a while back. Since then, I've found much more efficient ways of doing it. I'd love to maybe find places where this could be used and put it in JKA. For example, on t2_rouge (Coursant) it would be cool if you had the choice of what to say to Racto, the gang boss. You could use the following option "[Mind Trick] You will tell me what I want to know." in order to skip the droid battle, if your MT level is high enough. There are tons of possibilities for this. I wanna know - is this something you'd like to see? And if so, where and what could it be used for? This had the potential to be REALLY cool.
  14. So, when it's done, I figure I should contribute it if it's not unwanted? It's basically a slight overhaul of SP without changing the basic mechanics too much, sort of like what the Gold Pack is trying to accomplish but on a smaller scale and SP-only.
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