Jedi Knight Modding
Moderator: Moderators
-
- First Lance Corporal
- Posts: 135
- Joined: Wed May 25, 2011 6:00 pm
- Projects :: Band
- xbox live or psn: No gamertag set
Jedi Knight Modding
What's up guys. Just got out Jedi Knight Jedi Academy, and I was wondering if anybody was up to starting a project? Since the source code was released, I was thinking new models, new missions, etc. Butanyway, I was wondering if anybody wanted to just start with making a few skins? (Captain Rex Phase 2, Cad Bane)
- minilogoguy18
- Master Bounty Hunter
- Posts: 1512
- Joined: Wed Nov 09, 2005 11:12 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Jedi Knight Modding
I'm a long time and currently active JA modder, I lurk here and was once a SWBF2 modder but you won't find anyone active here really in terms of JA modding.
http://jkhub.org/index
There is the motherload of JA modding and knowledge. I also have tutorials there as well and can pretty much tell you anything you need to know about getting models and animations into the game as well as some general knowledge in other areas like technical things about the game.
Currently though a new render engine is being implemented into OpenJK (OpenJK is the new engine) so visuals are being enhanced greatly. Since you also mentioned, the source is released and before you ask yes, anything is possible, it's a great time for the Jedi Knight series.
http://jkhub.org/index
There is the motherload of JA modding and knowledge. I also have tutorials there as well and can pretty much tell you anything you need to know about getting models and animations into the game as well as some general knowledge in other areas like technical things about the game.
Currently though a new render engine is being implemented into OpenJK (OpenJK is the new engine) so visuals are being enhanced greatly. Since you also mentioned, the source is released and before you ask yes, anything is possible, it's a great time for the Jedi Knight series.