![]() A tag_holsterorigin can be added to a hilt for better placement. Lightsabers are now holstered on the belt when not in use.Use the command g_UseIdleAnims 0 to disable them.If that little twirl of the saber that you do in SP when activating it bothered you, you can now disable it to be more like MP with g_noIgniteTwirl 1.A custom ignition flare can be specified for a lightsaber with "ignitionFlare " in the. A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1.This is on by default, allows for more vibrant and high quality saber blades. SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3, etc. If you want to set one sabercolor for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. It is possible to set the sabercolors of NPCs by setting their sabercolor to a hex code in the. These can be set in the menus or by setting the sabercolor to a hex code in the console - for example " sabercolor 1 xff0000" will set the first lightsaber blade to be red.It also uses Open Jedi Project code for TrueView. It's based on OpenJK (so the code is released under the GPL and available at ) and a slightly modified version (for SP) of AJL's SFX Saber code. please see JKHub's big list of recommended mods. If you are interested in helping with the project, check our forum.įor more improvement mods like HD textures, fonts, models, etc. We release when we feel there's big enough of a change or addition. This was intended to be an even bigger collection of mods that improve it, and with many more features, but progress is slow. This is for new or old players who want to play through the single player story of Jedi Academy with some enhancements and new features without completely overhauling the core vision of the game. If it's not any of these, and the mod doesn't say it's a client-side mod, then it most likely isn't one.Jedi Academy: Enhanced is a mod for Jedi Academy Single Player which adds features and improvements to the core experience of the base game like RGB sabers, saber customization, saber holstering, new force powers, some extra character customization options using “head swapping”, optionally allows you to use AJL's SFX Sabers, and more. If you are confused as to what is and what isn't a client-side mod, here's a list of examples of client-side mods: The purpose of this is to force the game to use DLLs from your new client-side mod. These will be re-created when you join a server that uses the mod. \Jedi Academy\GameData\japro\cgamex86.dll When installing a new client-side mod, you need to make sure to DELETE both the cgamex86.dll and uix86.dll files if they exist (they won't exist if you just created the client-side mod folder): ![]() So for example, if you downloaded the jaPRO client-side mod, you would place the japro3.pk3 file inside the japro folder (if it doesn't exist, create it): ![]() If you downloaded a client-side mod, you'll have to make a new folder for it inside GameData if it doesn't exist already, and place the pk3 files in there. \Jedi Academy\GameData\base\exampleMod.pk3 ![]() All you do is place these pk3 files into your base folder: %ProgramFiles(x86)%\Steam\SteamApps\common\Jedi Academy\GameDataĪll mod and map files that you download will end with the.
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