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  1. As it says above, this is where I post mods that I'll refine to make them possibly better and give more bang for their buck. Obviously starting with Ragnos https://jkhub.org/files/file/2914-lord-marka-ragnos/
  2. Hello folks, I've been writing this importer for some time now and I think now is the time you can test this too. It's written for Blender 2.81. Older Blender versions are not supported because of incompatibilities in the material system. You need to unpack all your data to some directory because the plugin can't read pk3 files. Discord: Blendiant Task Force Download: GitHub Download the import_ja_bsp_plugin.zip under Assets and install like every other Blender plugin. Copy your unpacked basefolder location into the preferences of the plugin after activating it and you are good to go. You will find a import -> JA BSP (.bsp) entry in your menu. Start importing your .bsp and go grab a coffee, it's pretty slow right now, this will be fixed when I have some more time. Known Bugs: - portals don't work - transparent shaders don't look like in the game (not really fixable I think) - some rgbGens aren't implemented - some tcMods aren't implemented - skyportals aren't implemented - fog is not implemented - animmaps aren't implemented - tcGen environment is not outputting the same reflection vector as the game - potentially load order of the shader files is wrong (maybe someone could check that for me? ? ) - only one imported map at the same time is working properly - system console still prints some debug info that is not needed for a user Pictures:
  3. About time I joined the bandwagon of topics where we post all our fancy mods, now that I've delved back into my Jedi Academy folders; a hole I didn't want to return to as it's a huge mess of files accumulated over the years ? Anything shared to download in this topic will be either what I've created over the years, or any ported models / "unreleased" files I have found from other creators, which I feel might be better shared than kept to myself (of course if I am asked to delete anything by them then I will be happy to do so for respect of them). Anything created by me will be dealt with as if it were an uploaded release on the Hub, with credits, promo pictures etc. If anyone gets missed in the credits please drop me a PM and I will add you to the files, I never want to claim anything is done by me that isn't. All releases posted will be added to this post (the first one), and also provide a link to a folder containing everything released up to date once set up. Some files may be updated once released, and I'd love to collaborate with improving anything which gets posted/projects you may be working on! It's worth noting that I don't expect people to ask permission to use or modify any of my creations, but please include me in your credits, be respectful to the original authors. Released files: Prequesite files: Species MENUS.str file
  4. Here is a conversion of the entire Jedi Academy campaign. I've reimagined the story of the original trilogy -- Obi-Wan survived the duel with Vader and Yoda had begun a new Jedi Temple on Dagobah. Luke and Leia are told that they are siblings and head to Dagobah to train under Obi-Wan. I've finished testing it, and the few bugs that remain are not a hindrance to game play. If you find any bugs or know how to fix any, please let me know or feel free to workshop it yourself. STAR WARS EPISODE V: REVENGE OF THE JEDI DOWNLOAD LINK: http://www.mediafire.com/file/rgc1ov94jx9wnr9/Revenge%20of%20the%20Jedi%20v1.01.7z (updated with Hoth fix) Follow the instructions! It's a huge mod (2GB), and pretty much any additional mod could interfere with something in the game, so the download includes a GameData folder already set up with the latest OpenJK build, a base folder, and a Revenge of the Jedi folder with the pk3s. Instead of installing the pk3s, I've set it up so you copy the assets into the RotJ base folder then run the game through there. The dialogue and menu scripts are in the subtitles pk3 in the mod's base folder. For some reason they wouldn't work in the same folder as the other pk3s, so once again feel free to play around with it and get a better set up. Enjoy! Note: It only works with OpenJK (I haven't tested it with JA+), and you have to play it with the voices muted. Otherwise the normal voices play over the new characters and it is terrible. New: Models Enemies Menus Sounds Animations Music Skins Textures Basically Everything
  5. Here is the first update from Phazzzer, the 3D artist I commissioned on CGTrader. https://www.cgtrader.com/phazzzer Step 1: A rough draft first past for basic geometry (we're here at this point) Step 2: Correct proportions and add lots of detail Step 3: Use high detail to bake uv/textures Step 4: Reduce poly down to Jedi Academy limits Step 5: Hand the model over for conversion to exist in Jedi Academy Step 6: I'll make reskins and color variants for the lulz Step 7: Release!
  6. My New Year's Resolution is to get back to modding and I wanted to share the results of today's work. Available now, incorporated into:
  7. This page was last updated on 03 Jan 2021. A New Beginning is a single player mod for Star Wars Jedi Knight: Jedi Academy, focused on expanding the story from one of the game's original endings. In the mod, the player can expect a return to humble origins as the new Padawan Learner of Jedi Knight Jaden Korr, now famous for ending the threat of Tavion Axmis on Korriban one year ago. A demo level for the mod was originally released on 28 February 2015, but further updates have been lacking in no small part to my own personal responsibilities and quite simply, time! Recently, time has again permitted more development on the project, though as a one-man team, progress is still somewhat slow. What I'm currently looking for is feedback regarding the Yavin Temple level specifically as I've now deemed it complete! There are new cutscenes and I've kept the original level as a follow-on while I begin working on rebuilding it to be longer and more challenging. Special Thanks to Redsaurus for his amazing tutorials! The Yavin Temple is more of a roam-about level. Like the Jedi Outcast counterpart, you could run straight to the end, however there are rewards for opting to explore. There are a few secret areas within the Yavin Temple level. There's a small guide to them below, so don't look if you want to try and find them yourself! Please, please, please share bugs with me! I can't fix things if I don't know they're broken and believe me, if you stare at something for too long you'll stop looking at it properly. If something's broken there's a good chance that I simply overlooked it. Suggestions are welcome too! Finally, thank you very much for taking the time to read this and play through this content!
  8. Hey there! I'm Colonel Birdstrong (or Bird of Light, or SatoshiKura), I do a lot of model imports for different games of characters I like. I've been modding this game for years, mostly just keeping my stuff to myself. I think it's about time I start sharing it, though! I've got a lot to upload, so I'll put stuff up in increments, hopefully. I don't usually do requests, just to clear that up right away. Fire Emblem Marth Download Screenshot: Details: Robin Download Screenshots: Details: Chrom Download Screenshots: Details: Lucina https://drive.google.com/open?id=1EkX6Kvh15ESd2n3693PGB22jO5NAhR7a I may redo this import, hence the lack of features included with her. JoJo's Bizarre Adventure Jonathan Joestar Download Screenshot: Details: Joseph Joestar Download Screenshots: Details: Jotaro Kujo Download Screenshots: Details: DIO Download Screenshots: Details: Castlevania Alucard Download Screenshots: Details: Metroid Samus Download Screenshots: Details: Ridley Download Screenshots: Details: Kingdom Hearts Sora Download Screenshots: Details:
  9. https://jkhub.org/files/file/2400-autodesk-3ds-max-2010-2016-glm-importerexporter-plugins/ Please leave any feedback here, or discuss the plugins however you like. Seeing as I have been unable to test every single version that I've just released, I'm guessing there could be some issues.
  10. Not any entities yet, as i will learn to use them and add them later. So for now, no carbon freeze mechanics ! https://imgur.com/a/9fW3H5d The map has been released, and it has the mechanics now its pending approval
  11. Hi everybody Time to play to Jedi Outcast ! Jedi Outcast Expanded Menu Complete new menu for Star Wars Jedi Outcast. Some new features : New NPC Spawner menu New camera menu New cheats menu New mission select menu New map select menu New game HUD New unlocked setting options New high quality fonts New high quality icons New music and sounds Multiples languages Dismemberment unlocked Cheats unlocked Best settings selected Controlable NPC, selectable lightsaber color, crosshair, movement speed, etc. And more... https://www.moddb.com/mods/jedi-outcast-expanded-menu
  12. Hello JKhub! Recently I was working in this mod. I finished it on April 11th. I really want to share it in here. Webpage: http://www.moddb.com/mods/jedi-academy-knights-of-the-old-republic-duels/ Download: http://www.moddb.com/mods/jedi-academy-knights-of-the-old-republic-duels/downloads/star-wars-jedi-knight-jedi-academy-kotor-2-duels STAR WARS JEDI KNIGHT: JEDI ACADEMY – KOTOR 2 DUELS it’s a mod that features the most important duels from Star Wars: Knights of the Old Republic 2. The purpose of this mod is to make maps and cinematics to recreate every scene that connected to a duel in the game, but all inside Star Wars Jedi Knight: Jedi Academy. The mod contains new content from the vanilla game including levels, models, textures, menus, music, etc. STAR WARS JEDI KNIGHT: JEDI ACADEMY – KOTOR 2 DUELS it’s a mod that features in its core version 17 missions, from which 2 are not duel based missions. This mod contains several new features to recreate a KotOR 2 experience with the Quake 3 engine and the combat system of Jedi Academy. The purpose of this mod is not to recreate KotOR II. My purpose is to mix both games to enjoy a new experience. The cinematics and dialogs from KotOR II plus the gameplay system of vanilla Jedi Knight: Jedi Academy. Features: - At this point the mod has around 17 missions from each KotOR 2 planet. 2 of those are not dueling missions. The scenarios/planets are the following: - Peragus 1 mission - Telos 4 missions - Ebon Hawk 1 mission - Nar Shaddaa 1 mission - Dantooine 1 mission - Dxun 3 missions - Korriban 4 missions - Malachor 2 missions - New Menus including an Exclusive "Cheat Menu" with a tons of possibilities. - Every Planet has its own menu, including every mission. - The Customization Menu has a good variety of characters to choose from. - The Light saber Menu allows the player to choose from single, two blade to dual. - Every Mission has its own dialogs, music and specific npcs. - Some of the Missions are solo, but there are a couple in which the Exile has company. NOTE FROM THE AUTHOR: My main job in this mod is to recreate the maps and build the scripts to perform the cinematics and playable missions. Other content such as player models, weapons, etc. has been already released for Jedi Knight: Jedi Academy. --------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- CREDITS SECTION.KOTOR MODEL PORT/REMAKEAmbrom JKA-KotOR PC PackCire992 Cire Kotor Model PackAlmighty Gir Darth RevanRCTX-47LordRevianCorel Zaalbar KOTOR SKINS[-RO-]Oniram)Kn(Joseph MeliaSvoshLordRevan999Marius FettInyri Forge90 SKDarth SapiensWoogieAnonymous08 KOTOR HILTSAmbrom AshuraDXJose CarlosKhalibanTrauma SenseiMovie Battles 2 Jedi Academy Mod Hilt Developers KOTOR ANIMATIONSMaster_Ibonek KOTOR STANCES KOTOR SPECIAL THANKSAnthony1138 – Creator of KOTOR Mod Replacement Pack. He was working in a KOTOR mod.Ambrom – Ported/Rigged/Compiled a ton of KotOR weapons/models/characters to Jedi Academy.DarthStiv – Creator of KotOR Compilation Pack.Big thaks to Iknosabuk, Jesus Xiuocelotzin and friends for all their support in this development. I would like to thank a lot the TSLRCM [The Sith Lords Restored Content Mod] group for all their amazing collaborations to KotOR2. Those guys shared and discovered the content that was hidden in the game [PC Version] not sure about the consoles. I believe that in some parts of the mod, I got hidden content that they discovered [dialogs]. So, I would like to thank them a lot. Their mod is located at: Moddb.com VERY SPECIAL THANKSCOMPANIES: LucasArts/Aspyr/Ravensoft/Bioware/Obisidan Entertainment.COMPOSERS/MUSICIANS: John Williams / Jeremy Soule / Mark Griskey.All the people behind the game development and the audio development of both games / Texture and Model artists / Kotor 1 and 2 Voice Actors. All the people behind KotOR1&2 and JK games is truly amazing. I enjoyed both games a lot. Thank you so much! VERY VERY SPECIAL THANKSGEORGE LUCAS THE CREDIT SECTION MAY/CAN CHANGE. CHECK THE WEBPAGE OR CREDITS/README FOLDER FOR MORE INFORMATION ABOUT THE AUTHORS. NOTE: THEY WERE NOT ARTISTS/AUTHORS WORKING WITH ME IN THIS MOD. THEY MADE CONTRIBUTIONS TO JEDI ACADEMY WHICH “KOTOR 2 DUELS” USE.THE MOD HAS A SECTION FOR CREDITS. IN-GAME CREDITS AND A READ-ME IN WHICH I TRIED THE BEST OF MY BEST TO FOUND AND CREDIT EVERYONE. NOT ONLY JEDI ACADEMY MODDERS. THE CREDIT SECTION CONTAINS A HUGE LIST OF PEOPLE INVOLVED IN THE DEVELOPMENT OF KOTOR 2. THE CREDIT LIST CONTAINS CREDIT TO COMPANIES, DEVELOPERS, COMPOSERS, VOICE ACTORS, AND A LOT MORE. FOR THE MODDERS! THANK YOU SO MUCH FOR YOUR CONTRIBUTIONS TO STAR WARS JEDI KNIGHT: JEDI ACADEMY. WITHOUT MODEL PORTS LIKE THE ONES MR. AMBROM DID, THIS MOD WOULD BE JUST AN IDEA IN MY HEAD. THANK YOU SO MUCH. YOU GUYS DON'T KNOW HOW MUCH I APPRECIATE ALL YOUR TIME AND WORK. ALSO, IF I MISSED A READ-ME, OR I MISSED ANY AUTHOR THAT HAS A FILE IN KOTOR 2 DUELS WHICH I DIDN'T CREDIT BY ACCIDENT. PLEASE CONTACT ME ASAP. MY PURPOSE IS NOT TO STEAL CONTENT SUCH AS MODELS/SKINS/LIGHTSABER HILTS/ETC. OR LEFT ANYONE BEHIND. --------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- I hope you like this small tribute to KotOR II. Thank you so much for your support.THIS MOD IS NOT A 100% ACCUARATE REMAKE FROM KOTOR 2. THAT WAS NOT MY PURPOSE. MY PURPOSE WAS TO MIX BOTH GAMES AND SEE HOW IT WORKS. THE FINAL PRODUCT REALLY GOT ME. I GOT REALLY SATISFIED PERSONALLY BECAUSE THIS MOD IS THE SAME THING THAT WAS IN MY MIND BEFORE START THE DEVELOPMENT. I AM OPEN TO EVERY KIND OF CRITICIZE. Here is a video: https://www.youtube.com/watch?v=Pj2PxzJFxEU Here are some screens of the mod: 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.
  13. I got a request to make the AI Workshop from JK:Enhanced standalone. So I did that, seeing as how it was super straightforward. It will be available to download here, as soon as it is approved: https://jkhub.org/files/file/3384-ai-workshop/ alternate download link available here: https://www.dropbox.com/s/acz86nkz4u76rcs/AIWorkshop.zip?dl=0 What does this do? It adds over 30 fifty commands to the game for manipulating the AI. Additionally it adds a display which shows detailed statistics about NPCs. AND as a bonus I have increased the veh, vwp, sab, and npc limits by 16x. AND I've added an "npc spawn random" command which spawns random NPCs. and a cvar to make it so that friendly NPCs dont follow you by default What commands are there? Just a note, none of these commands have any restrictions. Meaning, you can do silly stuff like giving mouse droids lightsabers and have them shoot lightning at each other. I did not add the ability to add new waypoints to maps because the waypoint system is different in JKA from JK2 and this is more or less a straight port by redsaurus. Here are the commands: aiworkshop - enable/disable the workshopworkshop_commands - show all commands in the consoleworkshop_cmdhelp - gets help for a commandworkshop_toggle_display - toggle the visualsworkshop_select - selects the NPC in your crosshairs. Only one NPC can be targeted at a time.workshop_deselect - deselects the selected NPCworkshop_list_bstates - lists all of the Behavior States in the game, e.g. BS_CINEMATICworkshop_list_scriptflags - lists all of the scriptflags that can be assigned to an AIworkshop_list_teams - lists all of the teams that an AI can belong toworkshop_list_aiflags - lists all of the AI flagsworkshop_list_classes - lists all of the classes, eg CLASS_STORMTROOPERworkshop_list_ranks - lists all of the usable ranksworkshop_list_movetypes - lists all of the movement types that you can assign to an NPCworkshop_list_forcepowers - lists all of the force powers that can be given to an NPCworkshop_list_bsets - lists all of the Behavior Sets in the game, eg BSET_ANGER, BSET_VICTORY, etcworkshop_view_timers - lists all active timers on the selected NPCworkshop_set_timer <timername> <milliseconds> - sets a timer on the selected NPCworkshop_set_bstate <bstate> - sets the bstate of an NPC. This can be used to make an NPC follow the player, make the NPC do nothing, make the NPC stand guard, make the NPC hunt down enemies, etc etc. You'll want to experiment with different BS_ types.workshop_set_goalent - sets the entity in the crosshairs as the current "goal entity". If you are targetting an item, this seems to make them go and pick it up. Or sometimes follow an NPC. It seems to vary based on context.workshop_set_leader - sets the entity in the crosshairs as the "leader". If an NPC is in BS_FOLLOW_LEADER, they will follow this target and flee from enemies when it diesworkshop_set_enemy - sets the entity in the crosshairs as the "enemy". The NPC will attack it.workshop_set_scriptflags - sets the NPC's scriptflagsworkshop_set_weapon <weapon, or "me"> - sets the weapon that the enemy is using. This can be for e.g. WP_BRYAR_PISTOL, WP_SABER, WP_DISRUPTOR, etc. If you use "me" as a parameter it will set it to the weapon that you have equipped.workshop_set_team <team> - sets the NPC's "team"workshop_set_enemyteam <team> - sets the NPC's "enemy team", or who they will consider as enemiesworkshop_set_aiflags <flags> - sets AI flags. I don't know what these are used for.workshop_set_class <class> - sets the class type. This can alter behavior in some cases, especially when used on droids or animals like wampas.workshop_set_rank <rank> - sets the rank. For the most part this has only subtle changes.workshop_set_movetype <movetype> - sets the movement type. For instance, you can make probe droids skid around on the ground, etcworkshop_set_forcepower <power> <rank> - sets a force power's rank for the NPC. It doesn't mean that they'll necessarily use it, though.workshop_set_bsetscript <bset> <path to ICARUS script> - tell the game to run a script when a certain bset gets activated. This would be like setting angerscript on an NPC, as an example.workshop_set_parm <parm number> <value> - set a value that can be read by icarus with GET_PARM1 for exampleworkshop_play_dialogue <path to sound file> - make the NPC speak !workshop_activate_bset <bset> - activates a behavior set and triggers the scripts associated with that bsetworkshop_god - toggle godmode on an NPCworkshop_notarget - toggle notarget on an NPCNew in 1.01: workshop_toggle_follow: With the selected NPC, toggles following on it. Meaning if you are targeting a friendly NPC, it will switch between them following you or not.workshop_kill: Kills the selected NPC.workshop_list_anims: Lists all of the animations in the game (warning, console spam)workshop_set_health <amount>: Sets the health of the NPC.workshop_set_armor <amount>: Sets the shield of the NPC.workshop_set_gravity <amount>: Sets the gravity of the NPC (note, default is 800)workshop_set_anim <animation>: Sets the animation that the NPC is using.workshop_control: Take total control of the NPC. Better than Mind Trick Level 4 as it works on all NPCs, has infinite duration, and jump doesn't exit.workshop_end_control: Stop controlling the NPC.workshop_freeze: Freezes the NPC in place.workshop_undying: Toggle undying mode on the NPCworkshop_shielding: Toggles a bubble shield on the NPC (like assassin droids have)workshop_set_scale <amount>: Sets the NPC's scale.
  14. Hi everyone. I want to share this with the community. First here is Darth Malgus: http://jkhub.org/files/file/2296-darth-malgus/ Now here is a download for an Updated Hilt with new sounds: http://psyko3d.50webs.com/lnkz/PskDarthMalgus_Hilt.pk3 And Here is a complete Darth Malgus voice set (High Quality) : http://www.mediafire.com/download/rrd8ye0988rgadn/dms.zip Special thanks to Psyk0Sith, without him this would not be possible.
  15. HQ Ambience Overhaul Hi there, I recently decided to replay JK:A and noticed that the ambience sound effects don't sound that great in 2019, especially while playing with headphones. So I started to remake most of the sounds located in "Ambience" as well as a few others that really bothered me while playing, some of them turned out being faithful to the original and some a little less so, although all are an improvement. This is my first public mod release ever, so please don't be too harsh but I'm open to any feedback and criticism. If someone finds a bug (for example audio that doesn't loop correctly or clicks) please let me know which level it occurs in so I can try to fix it. Download: https://www.mediafire.com/file/h6y6ep1s41z2mm8/z_HQ_Ambience_JK3.pk3/file
  16. Hello everyone I am proud to announce my release of a Praetorian Guard in Jedi Knight Jedi Acadamy! Because my brother and I made a Supreme Leader Snoke model, we also felt obligated to try and make a Praetorian Guard. Well I am happy we did! At first we didn't thought it would be possible but after some research we gave it a go To make it short, I started from a frankenstein of 3 parts: - Praetorian Guard's helmet has been ported by the Punisher and Dark_Apprentice - DT_Savage Opress' torso made by DT85 - Kylo Ren (TFA & TLJ)'s lower made by Plasma The body and the arms have been heavily modified, it took me a lot of hours to perfectionate it. My brother did an awesome job on the textures, it couldn't have been any better. We also got help from Tompa (bot files), Swegmaster (minor bugs fixed) and Kylo Ren who helped us creating the perfect shader I am really pleased with the outcome and I hope you'll be too! Download link v1.1: http://www.mediafire.com/file/qcnk394z1x3xx3d/Praetorian+Guard.pk3 Due to the helmet being ported I cannot upload it which sucks balls
  17. someone could pass the sounds of snoke, I did not find and also do not know how to create audio for the jedi academy
  18. Hey guys! This is my very first player model for JKA. Death from Darksiders II. https://jkhub.org/files/file/3258-darksiders-ii-death/ Any discussion and bugs etc. can be posted here. I hope you guys like it! ooeJack
  19. Model released, pending approval: https://jkhub.org/files/file/2763-eg-5-jedi-hunter-droid/ I've only got basic references to go by so don't expect a carbon copy, more of an improvised version. This thing will take a while so don't hold your breath. Latest Update
  20. Hey Everybody, I've been working on a 2D fighting game mod called Jedi Fighter. I just released a beta 3 yesterday, which was mainly focused on making new adaptive fighting game AI. Previous releases relied on JA AI for everything. No more! Check out the mod's profile on moddb: The new AI is loosely Bayesian based and learns on the fly which move to execute next, based on the relative position, health, and absolute health of self and the opponent. It works pretty well, as you can see in the following terrible trailer video: In the next few weeks, I'll post a lot more detail about how the AI and various other features work. Soon I'll be releasing the full source on github too. I'd really appreciate if you guys would try it out, or at least give some comments from the video. Many of the models came from you guys and other talented modders, without which my mod wouldn't have the presentation, so I'm really appreciative that you let me use your assets in Jedi Fighter! Thanks! ------------ BEGIN MARKETING ------------- Features in beta 3 Fight as 10 characters from the Star Wars movies and expanded universe, each armed with unique force powers and devastating special movesFight in 5 arenas, from a Tie hangar bay, to turbolifts in the Deathstar, to the aftermath on HothNew fighting game artificial intelligence, enabling fighters to learn and adapt from opponents on the fly! (new in beta 3)Gamepad support! (improved in beta 3)Full widescreen support for 16:9 (1080p and 720p), 16:10, 4K and 21:9 resolutions! Or any custom resolution!A dynamic camera that gives a cinematic view of the actionAwesome title musicand much, much more!Feedback Your honest feedback is incredibly important and very much appreciated! Please post comments to theforums. I'll be checking them regularly so your comments will help shape the direction of the mod! If you would like to contribute by making maps, please reach out to me via email or messages, or post to the forums. I'd appreciate the help! Requirements: You'll need to install Jedi Academy, the OpenJK engine, and Jedi Fighter beta 3 to play. OpenJK download link: Jedi Fighter beta 3 download link: Installation: Check out these installation instructions to get started. Unzip both Jedi Fighter beta 3 and the OpenJK engine to your Jedi Academy\gamedata directory. Right click on SETUP.BAT in the Jedi Academy\gamedata\jedifighter directory and choose "Run as Administrator".Run JF_CLIENT_OJK.BAT in your Jedi Academy\gamedata\jedifighter directory to get started. Configure your controls, max out your video settings and resolution, and have fun! If you have any issues, check out the detailed instructions in jedifighter\_README_.txt. If you still have problems, feel free to post in the forums. Future plans: JEDI FIGHTER will continue to be improved until the v1.0 release in 2016, with a beta 4 in the next few months. Beta 4 will focus on a few key areas: balancing and adding fighters (including from Star Wars: The Force Awakens)improved user experience with the server browser and match making ----------- END MARKETING -------------
  21. Well people asked for it and so for this is probably like my 4th or 5th go at this but it seems to be working well so far. http://www.youtube.com/watch?v=GRioiCqWfGI&feature=plcp Some people are surely going to notice things that will make questions pop up, mainly the nulls in the arms and legs, those replace the bones that are normally there so this skeleton can have a normal arm/leg setup. This is doable, after looking at the hierarchy in ModView I noticed that those bones that are mainly there for better twisting of the limbs are child to the closest bones but aren't actually in the bone chain. I'm sure you'll next notice that it of course is not in the root pose, the root pose is just there for modelers to rig a character to a simple skeletal pose. You could honestly rig a character model to any one of the animation sequences released and compile it using assimilate just exporting it as the name of the animation used rather than root and it would work. To do list: Rig a dummy model to it Test, probably a walk cycle Only thing is if people haven't noticed I have a student license for the latest version of Softimage which this was created and I don't think I'll be able to convert it backwards to an older version. I've also rearranged some of the hierarchy since the video was uploaded but none of the rig elements are in the model_root hierarchy, it's all done using constraints, linked parameters and expressions. So you can still just branch select the model_root and export without taking any of the rig nodes with it. EDIT http://www.youtube.com/watch?v=qflMxD_6FIc' Finger curl controls and up vectors for the legs.
  22. File (Version 2): Link File Status: Live Suggestion Status: OPEN Submission Status: OPEN V1 - (23/02/16) [ADDED] Having found their voice and fashion sense, Desanns Reborns have returned to the fight with working sounds, clothing and some new tricks.[ADDED] Having fallen to the Dark Side, Luke and Kyle have gained new knowledge and power and returned to inflict destruction.[ADDED] The Tusken Raiders of Tatooine now have slightly better armament, coming with optional Salvaged E-11 Blaster Rifles and Bowcasters.[ADDED] Guard your shins, the Mine Monsters have returned to chew your feet off.[ADDED] The Jawa have a version of a God and a Grim Reaper, both come with Glow Sticks and can take one hell of a beating for their team, may the Force be with whoever tried to take them down.[ADDED] Desann, the Jedi Trainer, the Bespin Cop, Lando, Mon Mothma, the Rebel Solider, Morgan Katarn, Jan Ors and Galak and the Bartender have also found their lost voices. [TWEAKED] Luke and Kyle have had their respective abilities/health/force pool changed to reflect what they would be as 'mission aids', kyle now has 2000 health so he will be able to take more punishment and Luke has remembered he can choke people with the Force.[TWEAKED] The Howler has had it's Vocal cords stepped on and now is less threatening and easier to kill from range.[TWEAKED] Owning to the no good con artist he is, Lando has the best protection the galaxy has to offer, coming in with reinforced health.[TWEAKED] That so called 'Great Jedi' Rosh Penin wasn't really lying, but he's just as annoying if not more, he lives longer now with reinforced health when both Assisting and betraying you.[TWEAKED] The Jedi Trainer is not the push over he once was, he's limber now and can make good use of those twin blades.[TWEAKED] Their combat Algorithms have been updated, so the Saber Droid now shows more intelligence, if only a small improvement. (25/02/16) [ADDED] The Imperial Remnant have begun producing 'Mark 1' walker mechs similar to the ones employed aboard Galaks Doombringer, that said the weaponry is still undergoing bug checks so they haven't been deployed yet.[TWEAKED] To better improve security, all astromechs now come with optional security armaments in the form of a blaster or a shock arc projector.[TWEAKED] To improve their range of weaponry, the Noghri have started to use staffs for close range fighting, as well as E-11's.[TWEAKED] The Shadowtroopers have started wearing specialized armor that comes with built in shields that can be activated for a period of time before they must recharge, and the armor now can be set to restore the wearers stamina.[TWEAKED] Having gained substantial knowledge and experience over the years, the Jedi Masters are now experts on all forms of Telekinesis.(28/02/16) [DEPLOYED] After passing weapons tests, the Mark 1 is now officially being deployed throughout the Remnant Fleet.[ADDED] Having stolen the Sword and Scepter on Korriban, Jaden now roams the galaxy following his fall to the Dark Side.[TWEAKED] The Assassin Droid is now accurately named, with Targeting Algorithms improved.[TWEAKED] The legendary Co-Pilot/Wookiee, Chewbacca is now stronger with reinforced health and an improved movement speed.[TWEAKED] No more useless punching, the Gran now have different weapons so they aren't waving their fists.[TWEAKED] "Didn't hit it hard, it must have had a self destruct.", the Probe has had it's health lowered by 40%, (04/03/16) [FIXED] Resolved an issue that caused the Mark 1 to move around silently.v1a - (05/03/16) [TWEAKED] Don't listen to the Rumors, those Blast points are too accurate for sand people, only Imperial Stormtroopers are so precise. They've stopped pretending to be so lame with a Blaster and fight more convincingly now the Princess isn't trying to escape on a tracked ship.[TWEAKED] The cultists known to focus on the use of the Dark Side have learned from past defeats, now they are more intelligent and their footwork has improved allowing them to move with more ease.[TWEAKED] The Snowtrooper cannot hear as well in the blizzards of Hoth, their accuracy has been hampered too and they are more likely to move around as a result, either in a panic or to try and get a better shot.[TWEAKED] The Apprentice known as Alora isn't a pushover in her first real fight with a Jedi, she now has some extra abilities even if they aren't powerful ones. During her second encounter however, her knowledge had grown, much like her powers.[FIXED] Fixed an issue that caused the Jaden_dark(_scepter/_sword) NPCS to not load the correct appearance when spawned in.[bUG] Found an issue with the jaden_dark_sword npc, it has an undying script (because of the sword?) and thus can only be killed with the "NPC Kill" command.V2 - (12/03/16)[ADDED] The Rebels now have sniper infantry to take on the Imperials from Range, watch out for headshots![ADDED] "Had that Droid been set to Lukes Training Regiment, it could have killed Jaden!" - A droid set to exactly that has been added to the Saber_Droid line (Credit to BrowJor10 for the Proxy Model)[ADDED] The Rebels now have Vanguards for the Frontline, armed with heavy weapons. (Credit to @@Jeff for the model)[ADDED] The Jedi Trainers have taken up a new wardrobe, grown a beard and changed their hair style. (Credit to @@MagSul for the model.)[ADDED] Empire Strikes Back versions of Luke (Dagobah & Bespin) with accurate (sorta) force abilities. (Credit to @DT85 and Toshi for the model.][TWEAKED] The Jawa_Armed NPC has been given the DEMP2 weapon, fitting of their role as droid scavengers.[REMOVED] Removed the R2 security droids due to lack of desired functioning.(02/04/16) [ADDED] Added a Single Blade and a Staff using variation to the Jedi Trainer.[TWEAKED] Force Heal no longer sounds like a low rumble, but instead a wave of energy washing over the user.
  23. The package is ready. (beta 1.1) 100 objects map think but are sufficient for 30 mods cars, trucks, airplanes, helicopters, other vehicles and an ice cream truck. soon (beta) (1.2) worth 190 mb. models. l4d and l4d2 Crysis 2 fallput 3 and nv warz and cod black ops 1 and 2 original remake Battlefield 2 models and csgo, css, cs 1.6 etc etc etc etc link --- link snipped ---
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