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Next thing I found out was Virtue's saber tutorial you could also add that to the list, I think the website is still up) which introduced me to gmax, the next step. I went into the amazing tool that is photoshop and brush-painted onto him some black and red lines for details (first time I opened the software, all I was capable of ofc - I started really small), then felt awesome iirc (imagine the most amateur, worst and ridiculous thing that I still for some reason call a "reskin" - back then I was 12 years old).
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My first mod ever was a reskin of the reborn, not a recolor even - a reskin. I'm no coder, so any coders that want to give me good resources to list here, please do so.
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In 2013, Raven released the source code to the whole game, of JK2 and JKA, so you can essentially do whatever you want to the game (essentially). In the early days of JK2 and JKA, the only code we had access to was the multiplayer source code. You're not going to be able to read one or two tutorials and know how to achieve what you want. Maui's Frankensteining tutorial (Blender)Ĭoding is difficult.Rooxon's Advanced Saber crafting tutorial (3DS Max).Rooxon's Basic Saber crafting tutorial (3DS Max).It's a great place for getting to know how modeling works. A term you will come across is often is "frankensteining" or "kitbashing" which essentially mean taking parts from models and combining them into one model. Otherwise the main program used is 3DS Max, which you can get the student version for free, as well.
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I recommend starting with the free program called Blender, mostly because it's free, but also because there is a plugin that makes it easy to import and export. It takes lots of practice if you've never done it before. This can potentially be the hardest to learn, simply because it takes a long time to gain the skill to create something worthwhile. I recommend starting with RichDiesal's guide. It's not the most user friendly program, and it's still very dated compared to modern tools. The biggest thing that will set you back with mapping is the program used to create maps: GTK Radiant. Most people would say to move to modeling after skinning, as a natural progression of knowledge, but I think mapping is easier to learn than modeling, personally. It's as easy as opening one of the textures in MS Paint and drawing on it (as a simple example). Skinning means changing or creating your own textures for a model.
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In the modding world, skin is the term given to the textures of a 3D model, like a character or weapon. In Academy, they are listed separately in. Both games have the same system, however in Jedi Outcast, all NPCs are listed in the npc.cfg file. The concept of editing or adding NPCs is very easy, especially if you've done any coding before. Enemies and friendly characters that aren't the player. In the JK games, that means characters like stormtroopers, mercs, Tusken raiders, etc. NPC is an acronym for Non-Playable Character.
Installing, editing and managing PK3 files.You may have noticed that the game's base folder has 4 pk3 files already: are where all of the game's assets and configuration files are located. pk3 file that you put in your base folder. If you have downloaded a mod, it was hopefully a.
File and folder structure are what you need to look at for simple mods.īoth games use PK3 files for assets.
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If there are topics not covered here that you wish to learn, my best advice is to download a similar mod and look at how they did it. If you dive into the coding side, there will be many more differences. Only a couple things are slightly different in the assets and mapping side. Jedi Outcast and Jedi Academy run on the same engine, so most of what you learn here will translate to both games. These can be found in this tutorial forum on your own, but this is the best way to start, from the easiest to more complicated. Or rather, a list of guides and resources to get you started. This is just a quick guide of how to get started with modding Jedi Academy.