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Jedi Knight 2 : FAQ |
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1. How do I get colour in my name?
2. How do I make a saber hilt?
3. How do I make a saber skin?
4. How can I access the console?
5. How can I make maps for JK2?
6. How can I make skins for JK2?
7. How do I get downloaded files to work in JK2?
8. How can I make a .PK3 file?
9. How do I make a .arena file for my map?
10. How can I turn my saber off?
11. How can I make bot support for my map?
12. How do I get a double bladed saber?
13. How do I get two sabers (one in each hand)?
14. How do I get two double-bladed sabers?
15. What cheats are available in JK2 and how do I activate them?
16. How do I put a password on my server?
17. What is an RCON password and how do I use it?
18. Why aren’t any servers showing up for JK2?
19. Is it possible to use two or more mods at one time?
20. What is a LOD?
1. How do I get colour in my name?
A. First put a carot and then a number.
A "carot" is this: ^. (press "shift" and "6" on your keyboard to get that character)
Then select any number from 1 to 7 to signify a colour.
Colour codes:
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Light blue
^6 - Pink
^7 - White
So if I wanted my name to look like this:
EXiT-JK2Files
Then my 'name' would look like this:
^4EXiT^1-JK2Files
Note: An easy way to change your name is to bring down the console and type this:
/name put_your_name_here
eg.
/name ^4EXiT^1-JK2Files
Related Links
How can I access the console?
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2. How do I make a saber hilt?
A. You need basically 4 files to make a saber hilt. - A texture (saber.jpg)
- Model of the hilt in .glm format (saber_w.glm)
- Model of the hilt in .md3 format (saber_w.md3)
- 1 LOD (Level Of Detail) for the model in .md3 format (saber_w_1.md3)
The texture can be any name, BUT the saber_w's etc. MUST be the same! All these files must also be placed in the "models/weapons2/saber" directory.
In the below picture, you can see all 4 files and what it *should* look like in WinZip.

.md3 files can be made using any 3d modelling program (for example, Milkshape, 3DS Max, etc.), the texture can be made in any graphics program (for example, Photoshop, Paint Shop Pro, etc.) and the .glm files are made using the MD3View program included in the SDK (Go to "File > Export as GLM (Ghoul2)" in MD3View). A LOD means a second model which looks just like the original except it uses less polygons. For example, saber_w.md3 can have 500 polys, whereas saber_w_1.md3 can have 100 or so polys.
Once you have all of your files, zip them up with WinZip (make sure you preserve the directory structure mentioned above!!) and then rename your .zip file to .pk3 (by right clicking on the .zip file and then click on "Rename" in the menu and just change the '.zip' to '.pk3')
And there you go! You should now have your own hilt working in-game!
(Note: This does not make JediMod compatible hilts, following this process will replace Kyle's hilt in-game)
If you are interested in making hilts that are mod-compatible, then look in the .zip file of JediMod/JediPLUS for a file called "note_to_modelers.txt" . This explains how to modify any hilts you made for the game to be workable in JediMod/JediPLUS.
Related Links
What is a LOD?
How to make a .pk3 file?
Download the JK2 SDK
Milkshape
3DS Max
Photoshop
Paint Shop Pro
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3. How do I make a saber skin?
A. This will create a saber core that will replace one of the saber colours in a normal JK2 game.
You first need to make a directory structure to be able to skin. So in your 'GameData/base' folder make a folder called "gfx". Next make a folder inside "gfx" called "effects". Inside "effects" make one more folder called "sabers".
The directory structure should look like this:
"base/gfx/effects/sabers"
In the sabers folder, you need 2 files, called:
"blue_line.jpg" (size in pixels: 64x256)
"blue_glow2.jpg" (size in pixels: 128x128)
"blurcore.jpg" (size in pixels: 64x128)
"blureglow.jpg" (size in pixels: 64x128)
'blue_line' is the saber core
'blue_glow2' is the saber glow
'blurecore' and 'blureglow' are the swish textures of the saber. When you swing your saber you see a trail following it, these 2 files are that trail.
You need to extract these 4 files from your "assets0.pk3" so you can use those pictures as a base to create your own.
Similarly, if you want to make all the saber colours changed, replace "blue" in the examples above with
yellow (eg. "yellow_line.jpg")
red
purple
green
orange
Note: 'blurecore' and 'blureglow' apply to all the saber colours, so if you change it for one saber, all other saber trails will be affected.
Then you need to create a pk3 so that you can share your file with others.
Related Links
How can I make a .PK3 file?
How do I make a saber hilt?
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4. How can I access the console?
A. To access the console you need to press two keys at the same time:
SHIFT and ~
The ~ is the tilde key and can be found to the LEFT of the 1 key. (Top left of the keyboard)
Press them together and voila, the console will drop down from the top of your screen You can now enter in commands and stuff here!
Related Links
Jedi Outcast Console Command List
JK2 Console Commands & Moves list
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5. How can I make maps for JK2?
A. To make maps for JK2 you need a program called JK2Radiant. This program can be downloaded as part of the JK2 SDK available here: http://www.jk2files.com/file/;2433
You could also use the JK2 version of GTKRadiant (link below).
Tutorials for map making can be found all over the net, for the most part, any Radiant tutorial should suffice. Though to learn specific functions it's best to stick to JK2 related tutorials.
Some tutorial and resource sites are listed below.
Related Links
http://www.qeradiant.com/ - Download and find out about GTKRadiant
Tutorial sites:
http://richdiesal.jedioutcastmaps.com/
http://mappers.uffiles.com
http://www.map-center.com/
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6. How can I make skins for JK2?
A. It is best to follow a skinning tutorial that is written for JK2 alone. Tutorials are listed below.
Related Links
Good tutorial by Exar Kun
Skinning Tutorial by Mike Gummelt
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7. How do I get downloaded files to work in JK2?
A. All files downloaded at JK2Files.com are in .zip format. To open .zip files you need a program called WinZip. You can download WinZip's free trial version (it has no limits to its usage so it's pretty good!).
When you open the .zip file, USUALLY you will find two files inside. 1 .pk3 file and 1 readme.txt file (note: some zips can contain multiple pk3's and sometimes screenshots of the file).
Select the .pk3 file and click on the "Extract" button in the top menu.
A new window will pop up asking where to extract to. In the little file browser window navigate to your "GameData/base" directory.
Then press the "Extract" button.
If all things went well, you should find the .pk3 file is now in your 'base' folder.
Load up JK2 and you should find your skin/map/model in the menu.
Related Links
WinZip - Homepage - Download
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8. How can I make a .PK3 file?
A. To make a pk3 file, you MUST have WinZip! The FREE Trial version of WinZip is ALL you need! It never expires and has all the functions you need and you never need to register it! (download links at bottom of this question)
Now that you have WinZip installed, you're ready to continue 
There are two basic pk3's in JK2. One is for maps, and the other is for models and/or skins. Even though the principle to making a pk3 is same for both, I've decided to break them both up separately (except the very last step since it's common). The process even shows you the PROPER directory structures you need to make sure your pk3 will work!
PK3 making for : MAPS or MODELS and/or SKINS
FOR MAPS
(it is assumed you have all the files necessary ready and waiting to be made into a pk3)
To make a map, you need the following files:
mapname.bsp (the compiled map file)
mapname.jpg (a 256x256 sized image which is displayed when your map loads)
mapname.arena (the game uses this to display your map in the appropriate menu. Without this file your map won't be shown in the map list! Read FAQ#9 to find out more)
mapname.wnt (this is the bot file of your map. It is not 100% required but most people like to have bot support for their map. Read FAQ#11 to find out more)
custom_texture1.jpg (This is NOT required UNLESS you use texture that do not come with JK2!)
Now that you have all your files you need, go to your "GameData/base" directory. Make a folder in your "base" directory called "mapname" (note: replace "mapname" with the name of your map. DO NOT put spaces or special characters. Lower case characters and put '_' instead of spaces)
Next, make the following folders INSIDE your "mapname" folder:
maps
botroutes (Make this folder ONLY if you gave your map bot support)
levelshots
scripts
textures (note: this is ONLY needed if you have custom textures. If you don't have custom textures then don't make this folder)
IF you have custom textures, make a folder in your "mapname/textures" folder called "mapname" (i.e. your maps name). And place your custom textures in here)
If you did it all right, this is what you should have in your 'base' folder:

Now, put your files that you collected in the beginning the appropriate folders:
mapname.bsp --> mapname/maps
mapname.jpg --> mapname/levelshots
mapname.arena --> mapname/scripts
mapname.wnt --> mapname/botroutes
custome_texture1.jpg --> mapname/textures/mapname
Once you've put the files in their folders, go to your "base/mapname" folder.
Select all the folders and right click on them.
From the right click menu, go to "WinZip"
A menu will come giving you many options, select the one which says "Add to mapname.zip" (where 'mapname' is the name of your folder/map)

Click on it and WinZip will create a .zip file called "mapname.zip" in the 'base/mapname' folder. (note: in the trial version you have to click on "I Agree" in the WinZip window that pops up)
If it all succeeded, open the .zip file and you should see something like this:

Proceed to the FINAL STEP
FOR MODELS and/or SKINS
(it is assumed you have all the files necessary ready and waiting to be made into a pk3)
To make a model/skin, you need the following files:
model.glm (the model your skin will use)
animsounds.cfg (settings sounds per animation)
sounds.cfg (sound path for the skin/model and also the 'sex' of the model/skin (i.e. "m" for male and "f" for female)
model_default.skin (The DEFAULT skin. Contains the path to the default textures for the model)
model_blue.skin (The BLUE version of the skin, for CTF/CTY. Contains the paths to the blue version textures)
model_red.skin (The RED version of the skin, for CTF/CTY. Contains the paths to the red version textures)
icon_default.jpg (a 256x256 image which shows your model/skin in the menu)
icon_blue.jpg (a 256x256 image which shows your model/skin in the menu. This is for the BLUE version of your skin)
icon_red.jpg (a 256x256 image which shows your model/skin in the menu. This is for the RED version of the skin)
model_skinname.jkb (part of the bot support for your skin)
model_skinname.bot (part of the bot support for your skin)
taunt.mp3 (This is ONLY if you choose to give your model/skin it's own taunt. Read FAQ#6 for more)
various skin textures your model/skin will need (like "face.jpg" or "torso.jpg". Refer to the last picture in this question to see a normal/default set of textures)
Now that you have all your files you need, go to your "GameData/base" directory. Make a folder in your "base" directory called "model_skinname" (note: replace "model_skinname" with the name of your map. DO NOT put spaces or special characters. Lower case characters and put '_' instead of spaces)
Next, make the following folders INSIDE your "model_skinname" folder:
botfiles
models/players/model_skinname
scripts
sounds/chars/model_skinname/misc (make this folder ONLY if your model/skin has new sounds)
If you did it all right, this is what you should have in your 'base' folder:

Now, put your files that you collected in the beginning the appropriate folders:
model_skinname.jkb --> model_skinname/botfiles
model_skinname.bot --> model_skinname/scripts
taunt.mp3 (and other new sounds, if there are any) --> sounds/chars/model_skinname/misc
ALL other files MUST go in your model_skinname/players/models/model_skinname folder!
Once you've put the files in their folders, go to your "base/mapname" folder.
Select all the folders and right click on them.
From the right click menu, go to "WinZip"
A menu will come giving you many options, select the one which says "Add to model_skinname.zip" (where 'model_skinname' is the name of your folder/model/skin)

Click on it and WinZip will create a .zip file called "model_skinname.zip" in the 'base/model_skinname' folder. (note: in the trial version you have to click on "I Agree" in the WinZip window that pops up)
If it all succeeded, open the .zip file and you should see something like this:

THE FINAL STEP
Now that you have your .zip file, right click on it and select "Rename" from the menu.

Erase out the ".zip" part and put ".pk3" like this:

And there you go! A properly working pk3 that you can now zip up with a readme and send over to JK2Files 
Some problems you might encounter:
a) I didn't see any directory structure in the "paths" section of WinZip!
-- You probably didn't make the folder structure like I said, OR you messed around with some settings of WinZip. The default settings of WinZip preserve the directory structure.
b) I can't see the .zip extension on the filename! How do I rename it?
-- Right click on your "Start" button and select "Explore".
From the menu on top, go to "Tools" then "Folder Options"
In the window that pops up go to the "View" tab.
From the list find the option which says "Hide extensions for known file types" and UNCHECK it!
Now go back to your file and you should be able to 'rename' the file extension.
Related Links
WinZip - Homepage - Download
How can I make maps for JK2?
How can I make skins for JK2?
How do I make a .arena file for my map?
How can I make bot support for my map?
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9. How do I make a .arena file for my map?
A. A .arena file makes your map show up in the Map menu in JK2 (and also in the correct game type i.e. CTF, Duel, etc.)
You can make a .arena file in NotePad and basically it has this in it:
{
map "yourmapname"
longname "This can have spaces and stuff"
type "duel"
}
The curly brackets MUST be where they are. All information goes INSIDE/INBETWEEN these two brackets.
Let's take the rest step by step:
map : This is the "mapname" part of you mapname.bsp. So if you're map is 'duel_room.bsp' then put 'duel_room' in this value. (Note: Must be enlosed in quotations!!)
longname : This is the name of the map that is displayed in the Map Menu and when a map loads. Basically if you want to give your map a really 'cool' title or something, it will go here. For example "The Duel Room of Peril". If you don't want to give it any special title, then just give this the same value as the 'map'.
type : This defines what game type your map is meant for. If your map is a duel map, then you put "duel" in there. If you map has more than one gametype then you can just chain them like: "duel ffa tffa ctf cty jedimaster holocron".
This is the basic, basic .arena file you need.
When saving, make SURE that the file extension is .arena! Not "yourmapname.arena.txt" or "yourmapname.txt"
Lastly, the file name for your .arena file MUST be the same name as your .bsp file.
The .arena file must be places in the "scripts" folder.
Here is an example of a complete set of map related files (including correct paths):

Related Links:
How can I make maps for JK2?
How can I make a .PK3 file?
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10. How can I turn my saber off?
A. You must FIRST select your saber, and then press the 1 key. The saber should now turn off 
To re-ignite the saber, either press the 1 key or your 'fire' button.
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11. How can I make bot support for my map?
A. This is best explained by Mike Gummelt from RavenSoft. He's written a little tutorial that explains what all you need to do and what you need to know, etc.
In the end you should end up with a yourmapname.wnt file which should be placed in the 'botroutes' folder.
Related Links
Bot Waypoint Tutorial by Mike Gummelt
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12. How do I get a double bladed saber?
A. This is a cheat protected command in the normal JK2 game. These are the steps you need to follow:
1. Start up JK2
2. Open the console and type "devmap mapname" (mapname is the name of the map, like 'ffa_bespin')
3. Select your saber and turn it off by pressing the "1" key on your keyboard
4. Open the console and type "thedestroyer"
5. Press the "1" key to re-ignite your saber and you should have two blades now!
Note: Mods like JediMod and JediPLUS make the double saber non-cheat protected.
Getting a double bladed saber using JediMod/JediPLUS (and other variants):
1. Start up JK2
2. From the MODs menu, load JediMod/JediPLUS/other variant
3. Once the mod has loaded, open the console and type this:
mod_dualblade 1
4. Start a map by opening the console and typing "map mapname" (or selecting from the "create server" menu)
5. Turn your saber off
6. Open the console and type "thedestroyer"
7. You should have a double saber!
Note: To enable this for a server running JediMod/JediPLUS, the server host must put the command mentioned above in the server console and then restart the map. (this can also be done using the rcon command)
Related Links
What is an RCON password and how do I use it?
How do I get two sabers (one in each hand)?
How do I get two double-bladed sabers?
JediPLUS v4.3
JediMod v1.2
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13. How do I get two sabers (one in each hand)?
A. This can ONLY be achieved using JediMod, JediPLUS or any other variant of the mod.
IF you have one of the mods mentioned above then follow these steps:
1. Start up JK2
2. Load up the Mod (JediMod, JediPLUS, etc.)
3. Open the console and type this:
mod_dualsaber 1
4. Start a map by opening the console and typing "map mapname" (or selecting from the "create server" menu)
5. Open the console and type "twosaber"
6. You should have two sabers now!
Note: To enable this for a server, the server host must put the command mentioned above in the server console and then restart the map. (this can also be done using the rcon command)
Related Links
What is an RCON password and how do I use it?
How do I get two double-bladed sabers?
JediPLUS v4.3
JediMod v1.2
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14. How do I get two double-bladed sabers?
A. This can ONLY be done using JediMod, JediPLUS or any variant of the mod.
IF you have any of those mods installed, then do the following:
1. Start up JK2
2. Load up the Mod (JediMod, JediPLUS, etc.)
3. Open the console and type this:
mod_dualsaber 1
mod_dualblade 2
4. Start a map by opening the console and typing "map mapname" (or selecting from the "create server" menu)
5. Open the console and type "twosaber"
6. You should have two dual-bladed sabers now!
Note: To enable this for a server, the server host must put those two commands mentioned above in the server console and then restart the map. (this can also be done using the rcon command)
Related Links
What is an RCON password and how do I use it?
JediPLUS v4.3
JediMod v1.2
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15. What cheats are available in JK2 and how do I activate them?
A. You can look through our own Cheats section. Follows the link in the main menu, or go here: http://www.jk2files.com/info/Cheats (contains instructions and explanations on the cheats as well)
Related Links
Hints & Tips @ LucasArts
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16. How do I put a password on my server?
A.When you put a password on your server, only people who have the password can enter it.
To enable a password: in the server console put these two lines:
set g_password "blah"
set g_needpass "1"
The first line sets your password (replace "blah" with the password you want)
The second line enables the password.
That is all you need 
You can even change the password using the rcon.
Related Links
What is an RCON password and how do I use it?
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17. What is an RCON password and how do I use it?
A. An RCON password is used to Remotely access the server CONsole. So even if you aren't the host of the server but you know the rcon password, then you can change the server settings. Only the server host can set the actual rcon password though!
To set the rcon password:
In the server console type this:
set rconpassword "blah"
(replace "blah" with the password you want)
And then when you are playing on the server you use the rcon like this:
Open the console (shift and ~) and type
rcon blah map ffa_bespin
rcon blah timelimit 20
rcon blah map_restart
The bolded part must precede ALL commands that you wish to make. After that you give the command you want use.
(You will need to know the different commands to change settings)
Related Links
How can I access the console?
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18. Why aren’t any servers showing up for JK2?
A. The most probable reason for this is that you can't connect to the JK2 Master Server. This may happen when the Server is down for maintenance, or maybe your ISP can't connect to the Server temporarily ( too much traffic, etc). If this does happen, try again in a while. Maintenance of the Master Server usually takes a few hours, and any traffic problems, etc. with your ISP should be fine as well.
I also recommend getting a third party server utility like Pathfinder, All Seeing Eye, GameSpy, etc.
Related Links
Pathfinder - Download - Homepage
GameSpy - Download - Homepage
All-Seeing Eye - Download - Homepage
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19. Is it possible to use two or more mods at one time?
A. Yes and no . You can have two mods running at the same time as long as they are not affecting the same file! For example, you cannot have JediPLUS and ProMod running together, or you can't have two different saber skins at the same time.
So as long as the two mods aren't doing the same thing then they *should* run ok. Though keep in mind that the mod creator did not intend their mod to run this way so there is no guarantee if it'll work and it's not the creators responsibility to make sure it works either 
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What is a LOD?
A. LOD stand for Level Of Detail. It is used when making a model (any kind of model). Usually there are 3 LODs used; using model.md3 as an example:
model.md3
model_1.md3
model_2.md3
Each time the number at the end becomes bigger there is less detail in the model poly-wise. For example:
model.md3 has 2000 polys
model_1.md3 has 1400 polys
model_2.md3 has 900 polys
The polys don't necessarily have to be grouped that way, that choice is up to the modeller. Basically what happens is as a model gets further away from you the engine automatically replaces it with the next LOD thereby making the engine draw fewer polygons and making the game run faster as a result.
Why is this necessary? Let's say you have a Yoda model and he's waaaayyy at the end of a map and from your point of view looks like a little insect. You can barely see the nose on his face let alone the lovely detail of the model so why bother drawing all of that if you can't even see it from such a distance? Therefore the engine will replace the Yoda model with a LOD that uses less polys. To you it looks pretty much the same except that your game might run faster .
LODs aren't restricted to player models, they can be applied to map models as well.
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This FAQ was made by EXiT and is part of JK2Files.com.
If you do plan to copy a part or whole of this FAQ on your site for whatever reason, please do give JK2Files credit for our hard work! |
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