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SW:JK Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old January 9th, 2004   #11
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Default Re: Assets Folder

Yes, thanks. I'll just stick with the key bind. I don't want to take a chance of screwing up the game.
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Old January 9th, 2004   #12
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Quote:
Originally Posted by JediRanger3
Yes, thanks. I'll just stick with the key bind. I don't want to take a chance of screwing up the game.
I'm glad I could help!

Now get an MSN account, so I can send you my model of ME! (hehe!)

MUAH!

Natasha!
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Old January 10th, 2004   #13
 
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Default Re: Assets Folder

JediRanger3,btw, if you rename the pk3 extension to zip, you must rename it back to pk3 first or the game wont work properly

"Anarchism is founded on the observation that since few men are wise enough to rule themselves, even fewer are wise enough to rule others."
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Old April 7th, 2004   #14
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Default Re: Assets Folder

Hello.

I haven't been here in sooooo long. Just setup my home LAN and rediscovered JK2. I had forgotten how much fun it is. I must plug the ForceMOD II as well that is a GREAT MOD.

But my question is similar. I want to have the Darth Maul bot to use the Red dual-bladed saber that he uses in the film. (I would love to set the animations along with it but I am a noob in skinning and modding so I'll keep it simple for now).

Would I go into the Assets folder or in the bot .pk3 for the Maul for this type of change?

Also where is a FAQ about the command line and config exe for the MP game?

Move along!!!
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Old April 7th, 2004   #15
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Default Re: Assets Folder

you don't have to rename ANYTHING with .zip or .rar! You simply have to Right click on it, 'open with' > Select from a list > Select Winzip or WinRAR, and check the 'Always use this program for this type of file' box and that's it!

All you have to do next time you wish to open a .pk3 is to double click on it!



If I were mean, I would tell you STOP messing around with noobs, they are affraid of both us, veteran players, and the game itself, as they don't understand it!
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Old April 8th, 2004   #16
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Default Re: Assets Folder

Quote:
Originally Posted by Zeta09
I want to have the Darth Maul bot to use the Red dual-bladed saber that he uses in the film. (I would love to set the animations along with it but I am a noob in skinning and modding so I'll keep it simple for now).
All you have to do is to open the pk3 file which added the maul model (use whatever you want, although I think Pakscape is easier and better for modding...), then you have to go in the ext_data directory then look for the new maul's npc file. open it with notepad, and look for a "sabercolor" param. Change the value from [whatever you see] to "red" (without quotes). Save it on desktop, replace it in the maul's pk3 file, save it and enjoy!
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Old April 8th, 2004   #17
 
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Default Re: Assets Folder

in JO you can never give a bot or an npc a dual-bladed saber, only you can have one by activating cheats and then typing /thedestroyer (but first deactivate your saber by pressing 1)

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Old April 8th, 2004   #18
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Default Re: Assets Folder

Man that is too bad if you are right Shark. Can you customize bots and NPCs in Jedi Academy? Also how then does the comp decide to give for instance the Jedi Trainer a dual bladed white saber in some of the mods? Also seems that the Maul bot has the hilt for the dual blade but the second blade graphic isn't activated. Seems like it would be possible.

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Old April 9th, 2004   #19
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Default Re: Assets Folder

Whiteshark IS right. In JK2 SP you can't give an NPC a true saber staff. You can just give him the hilt, but it'll work just like in ep1 (first fight Qui-Gon vs. Maul).
In JA things work differently. Every npc has its own npc file, and in that file you can choose many params for your npc, such as the saber color and the saber hilt. Open some npc files and look at the commands. Then get a Maul for JA and change his npc file.
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Old April 9th, 2004   #20
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Default Re: Assets Folder

Hmmph!!!

Well then do you think Jedi Academy is worth the price(~$50) for basically what serves as an Outcast patch? I really didn't finish the sp game cuz I lost interest. I love the MP game and the idea of all the customization that all the outcast fans have created. What do you all think (without making this post a poll)

Move along!!!

Last edited by Zeta09; April 9th, 2004 at 03:19 PM.
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