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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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Rend2 cvar list


This is a small list of available cvars if you have the rend2 renderer installed. Open the console and use the following commands to configure rend2.

cl_renderer = {rd-vanilla, rd-rend2} # Use the vanilla OpenJK MP renderer or rend2 (OpenJK MP only)
cl_renderer = {rdsp-vanilla, rdsp-rend2} # Use the vanilla OpenJK SP renderer or SP rend2 (OpenJK SP only)
cl_renderer = {rdjosp-vanilla, rdjosp-rend2} # Use the vanilla OpenJO SP renderer or JO SP rend2 (OpenJO SP only)

r_hdr = {0, 1} # Disable/enable rendering in HDR colorspace
r_floatLightmap = {0, 1} # Disable/enable HDR lightmaps and skies on maps with hdr lighting support
r_toneMap = {0, 1} # Disable/enable tonemapping
r_autoExposure = {0, 1} # Disable/enable auto exposure
r_normalMapping = {0, 1} # Disable/enable normal mapping
r_specularMapping = {0, 1} # Disable/enable specular mapping
r_deluxeMapping = {0, 1} # Disable/enable reading deluxemaps when compiled with q3map2
r_deluxeSpecular = [0, 1] # Disable/enable/scale the specular response from deluxemaps
r_parallaxMapping = {0, 1} # Disable/enable parallax mapping
r_cubeMapping = {0, 1} # Disable/enable cubemapping
r_cubeMappingBounces = {0, 1, 2} # Renders cubemaps multiple times to get reflections in reflections
r_genNormalMaps = {0, 1} # Disable/enable generating normal maps from diffuse maps
r_ssao = {0, 1} # Disable/enable screen space ambient occlusion
cg_shadows = {0, 1, 2, 4} # Disable Shadows, blob shadows, stencil shadows, shadowmap shadows (4 requires a vid_restart to take effect)

r_dlightmode = {0, 1, 2} # Disable/enable dynamic lights, 2 will also enable shadow mapping for dynamic lights

r_ext_multisample = {0, 2, 4, 8} # MSAA multisampling (also works in vanilla renderer)
r_marksOnTriangleMeshes = {0, 1} # Disable/enable saber marks on triangle surfaces of the map


If you don't want to fiddle around with the cvars manually, you can also use my UI mod which maps most of the cvars to ui elements.


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