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Jedi Academy turned 20 this year! We celebrated in a ton of different ways: mod contest, server event, podcast, etc. Thank you to all who have been a part of this game for the last two decades. Check out the anniversary content!

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Welcome to JKHub

This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. From mods to art to troubleshooting help, we probably have it. If we don't, request or contribute!

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This game turned 20 years old this year, and it is still one of the greatest Star Wars games of all time. If you're new or returning from a long hiatus, here are the basics of getting started with Star Wars Jedi Knight Jedi Academy in 2023.

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Installing, editing and managing PK3's


Circa

What is a PK3?

A PK3 (or Pak 3) is a type of file archive (a file containing other files, usually compressed to take up less space) and is essentially the same as a zip folder, just with the extension .pk3. JKA will load files within the gamedata\base (or gamedata\NameOfModYouArePlaying eg japlus) folder as well as the contents of any .pk3 files

Basically, they contain much of the files that make up the game as well as most mods (skins, maps etc) you can download.

 

Installing PK3s

  • Find the file and copy it with crtl+c (If you downloaded the PK3, it was probably in a zip file, if so open up the zip and copy the pk3 inside.)
  • Find your base folder. This is usually C:\Program Files\Lucas Arts\Jedi Academy\GameData\base
  • Paste the pk3 into your base folder.

If you are using a mod like JA+ or Clanmod you should usually paste into the gamedata\japlus or gamedata\clanmod folder instead of base. You should only use the base folder if you want whatever you are using to work with the base game or with all mods and remember to check the readme for whatever you are installing as some things work differently. Click here for more details about using different mod folders.

 

Anatomy of a PK3

The assets0-3.pk3 files have a specific folder structure that the game's code looks in to find the files to load. For example, the 3D models for all of the weapons in the game are found in models/weapons2/. Each weapon model has parts to it in each of their folders: the model file itself: model.glm (similar), texture image files, and usually an .md3 file for the world model. Another example is NPC files are located in ext_data/npcs/ and can each be edited via a text editing program, they are just renamed .txt files. If you plan on making your own mods, take some time to get familiar with how the default assets are laid out. DO NOT edit the assets themselves.

If you have a mod idea similar to one you know exists, look to see how they made theirs, and what files they used to make theirs work.

Another thing to always remember is the folder structure MUST be the same as the assets to work, and must be in the root. For example if you're putting your files and folders for your mod in a project folder, do not zip up that project folder, zip up the folders inside of that so that they are in the root of the pk3 file. It should look just like other mods you've downloaded before.

 

Opening PK3s

  • Download packscape, winrar, 7zip or any other file archiver that you like to use.
  • Double click a PK3 file to open it. If it asks you what program to use, point it to your choice from above.

If you really don't want to download any programs to do this you can take a pk3 and rename it as a zip. For example if i rename kyle.pk3 to kyle.zip I can then just double click it to open it. Remember to rename it back to a pk3 afterwards if you use this method

 

Editing The Contents of a PK3

You can copy any files you like in or out of the PK3 to edit them and put them back in. You can also delete files or add entirely new ones in the same way as you would when navigating folders on windows. (be sure to click save when you are done if you are using Pakscape, if it works).

Never modify the original assets pk3 files, put your modifications into a new pk3 with a name that comes alphabetically after "assets", that way they will take precedence. If you edit your assets, it can consequently break the game, especially if you don't know what you're doing. Always create a new pk3.

 

PK3 Naming

JKA always loads PK3s in alphabetical order. If you have too many pk3s added to your base or mod folder sometimes the mods with the earlier name alphabetically wont work properly. This is because the later pk3s alphabetically are effectively loaded over the top of the earlier ones. This also means that if I install two pk3s each containing a file of the same name, one called "file.pk3" the other called "zzzzzzfile.pk3", the version in "zzzzzzfile.pk3" will be used. Just keep in mind they must be loaded AFTER the assets, so the name must be alphabetically after it, like "ast..." or "assf" at the very minimum, but most people just add z's.

In short, if you want to make sure that one skin is displayed further up the menu, or that one particular file is definitely loaded fully, add a ton of "z"s to the front of its name.

DarthDrija likes this

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