Jedi Academy Map Editor Download
**First off I want to apologize if this is an inappropriate forum for recruitment posts. I don't mean to spam here.** I am the administrator of a game modification project for Star Wars Jedi Academy. The story is based on the Star Wars Expanded Universe story, Shadows of the Empire. The Shadows of the Empire Mod is looking for more people who might be interested in helping out. In particular we are looking for people in the following roles: • Map layout/design (HIGH PRIORITY POSITION) - Designs the map layouts that are to be used in level mapping. Provides expert instruction and critiquing of mapping development. Recommended Software: GTK Radiant 1.5.0 Software Provided?: It is available for free online.
That's right everyone, the editing team NRG has finished their first promo video for the upcomming NRG FFA Map Pack scheduled to be released on the 20th of September. Since plans have been changed and extra time given to NRG's staff members, the map pack will be for Jedi Academy and not Jedi Outcast as originally. Author Virtue Official Map of the Jedi Academy (http://www.thejed.
The license is freeware. Experience level desired: Expert Other information: Prior Quake3 style mapping is preferred. Examples of mapping work is desired. This position acts as an advisor to our mapping team. Although it is preferred, the individual in this position is not required to be doing any mapping of their own.
• Mapper - Creates 3D environments that will make up the game levels. Works off of design schematics and communicated with mod team admin regularly. Recommended Software: GTK Radiant 1.5.0 Software Provided?: It is available for free online. The license is freeware. Experience level desired: Intermediate to expert preferred.
Other information: Prior Quake3 style mapping is preferred. • 3D Modeling • Character modeling: - Creation of humanoid and non-humanoid game characters. • Static object modeling: - This is for objects like health packs, armor plating, ammunition, tables, chairs, etc. • Vehicle/mechanical modeling: - This is for things like vehicles, weapons, and other mechanical things. Recommended Software: 3D Studio Max (version 5 and newer), Maya, Gmax, Blender, Milkshape 3D, Softimage XSI, an dXSI Mod Tools 6. Software Provided?: No.
Any of the open source/freeware programs may be downloaded from the Internet. Experience level desired: Intermediate to expert preferred. Should be comfortable with entire model creation process (or ability to learn). Models containing animations must be skinned and weighted to their underlying skeletal rigs, bones, or dummies.
Other information: All models will need to be exported/converted into the game's model format. Humanoid models must use the Jedi Academy skeleton (created from the released Raven Software Jedi Outcast skeleton) available. The recommended vertice limit for model objects is 500 vertices per object and a model can be made up of an unlimited number of objects but total polygon count should not exceed 4000 polys for acceptable frame rate. The maximum game engine limit is 1000 vertices per object (though not recommended in order to avoid frame loss).
Ability to create LODs (Level-of-Detail) of a detailed model can recover frame loss. • Texture/graphic art - This involves creating custom textures to be used on models as well as the level design. Recommended Software: Adobe Creative Suite, GIMP, or any good graphic imaging software. Software Provided?: No, but GIMP is a good open source/free program that can be downloaded. Experience level desired: Intermediate to expert preferred. • CG movie animation - Making short animated clips for cinematics as well as game trailers.
Recommended Software: 3dsMax, Maya, Softimage XSI, etc. Software Provided?: No Experience level desired: Intermediate to expert preferred Other information: The majority of these will be flight and combat sequences that occur in space. • Special Effects Creator - Creating various visual effects for weapons, explosions, and other things for gameplay Recommended Software: EffectsED Software Provided?: It is available for free download from many Quake 3 based modding websites. Experience level desired: Intermediate to expert preferred. Other information: More information is available at • Menu creation specialist - Modifying the game menus.
Recommended Software: Adobe Creative Suite, GIMP, or any good graphic imaging software, Notepad or any good text editing software. Software Provided?: No. Notepad is part of the Windows OS. GIMP is a good open source/freeware program available online.
Experience level desired: Intermediate to expert preferred Other information: The menu specialist will need to be in close communication with the programmers/scripters to ensure proper program flow. • Vocal Acting - This consists of the vocal roles for all characters in the story. Recommended Software: Steinberg Wavelab, Audacity, Logic, Cake Walk Guitar Tracks.
Software Provided?: No. There are many good open source/freeware programs available for download. The most recommended is Audacity, which is free.
Experience level desired: Beginner to expert. What's most important is that voice-actors have the ability to convey/express the emotions in the character’s lines. Other information: We do not have a recording studio for this. This is intended to be done on your own with your own computer. We do not provide microphones.
• ICARUS/BehavED scripting - This is the event-scripting language for Quake 3 based games. Recommended Software: BehavED Software Provided?: This program is free for download and is available in the Jedi Academy tool packs released by Raven Software. Experience level desired: Intermediate to expert preferred. Other information: Prior experience in programming is preferred. Prior experience in scripting for Jedi Outcast/Academy or similar Quake3 games is highly desired.
• C++ Programming - This is for many of the game source changes that need to be made. Recommended Software: Microsoft Visual Studio. Thin Book Of Soar Pdf Editor. Net 2005, Visual Studio 6.0, Dev C++, or any ISO/IEC 14882 C++ compiler Software Provided?: No. Dev C++ is a good ISO/IEC 14882 standard compliant compiler.
Experience level desired: Proficient to expert preferred. Other information: Experience with editing game source code is preferred. If anyone is interested in learning more, please stop by our website message board.
Tr!Force wrote: Note 1: English is not my main language, so i will try to do my best:lol: Note 2: If you want know what things can you do with the Source-Code, i will answer: you can change the entire game. Getting all resources: • Download the OpenJK Project (the 'Download ZIP' button) • Download CMake from (this is to generate the project files) • Download Visual Studio (2013 version in my case) 2. Install stuff • Install CMAKE with Admin Rights (right click ->execute as Admin) • Dont forget to check the option 'add CMAKE to system PATH (for you or all users)' • Install VIsual Studio (2013 version in my case) 3.
Create the project files: • Go to your OpenJK-master folder • Open CMakeLists.txt with an editor (like Notepad++, Vim, etc.) • Look for the BuildJK2SPxxx strings, and change all OFF with ON at the end. Download Free Software Autek Research Va1 Manual Woodworkers on this page. Code: option(BuildJK2SPEngine 'Whether to create projects for the jk2 SP engine (openjo_sp.exe)' OFF) option(BuildJK2SPGame 'Whether to create projects for the jk2 sp gamecode mod (jk2gamex86.dll)' OFF) option(BuildJK2SPRdVanilla 'Whether to create projects for the jk2 sp renderer (rdjosp-vanilla_x86.dll)' OFF) • Save the file and now open the file CreateVisualStudio2013Projects.bat (in the same folder) • OK, now ure ready to work with the project files in with Visual Studio 4. Edit the game: • Open the project file OpenJK.sln (in the 'build' folder) • Now feel free to edity whatever you want. The whole project has the Jedi Academy SP / MP and the Jedi Outcast SP codes • The main game features for JK2 SP are in: JK2 SP Game Library Project (in 'game' folder, look at the right sidebar) • For example, if you want edit the weapon damages i written an easy example here.
Code: #define BRYAR_PISTOL_DAMAGE 999 //Old value was 14 • Now you are ready to compile. • Note: There is better ways to manage damages, for example creating a cvar /g_weapon_bryar_dmg 999 to use in the console, but this way is fine to start coding.
• Finally when you have everything done, and you are ready, save the project and change Debug with Release at the top of the window: • Now you need to generate the 3 main JK2 SP Binaries, so right click on project files (Look at the right sidebar) and press 'Build' in: • JK2 SP Client • JK2 SP Game Library • JK2 SP Vanilla renderer • After that you will get a 'final' message from every build at the bottom, like. Code: ========== Build All: 3 succeeded, 0 failed, 0 skipped ========== • If theres 0 failed it means everything is fine.
• Now go to the Release folder and copy the 3 main JK2 SP files: • openjo_sp.x86.exe • rdjosp-vanilla_x86.dll • jospgamex86.dll • Paste these files in GameData folder in your JK2 game folder • Now you are ready to play with your own JK2 SP Version! (remember to open the main executable openjo_sp.x86.exe) • Note 1: if says SDL2.dll not found, just get from OpenJK Source folder in: OpenJK-master lib SDL2 bin • Note 2: Remember to click on ReBuild in the project if you want do more tests and compile again, and again. Any questions, bugs, etc. You can write here in this topic.