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JO SP maps in JA


Prime

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I saw this posted in another thread by JediLurker, and I thought it might be worthwhile to post it in its own thread. It was originally posted on another board, but here is some information about playing JO SP maps in JA.

 

You can read the thread

here.

 

"How do I get the original JO maps into the JA game?

Do I just take the assests file from JO and rename it and place it in the base folder or do I extract the maps folder from the pk3 and make it a new pk3?

Just wondering b/c I want to play Bespin again with this game!!!"

 

Do I have a answer for you all! I desided to answer his question with a new thread so more people would have a chance to see the answer. Anyway's, YES you can play the entire JO game (SP mode AND MP maps) from JA! Here's how you do it simply:

 

First, you have to copy and paste all the assets.pk3 files from JO game, to your desktop (or anywhere else you prefer). Now go to "Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base" (or wherever you installed the game). Notice the assets0.pk3, assets1.pk3, and the assets2.pk3. They all start with the letter "A", and since JO reads all the "base" files in alphabetical order, their the first thing the game "reads". Follow me so far? Great!

 

Now you could put all the copies of the assets.pk3 from the JO game right in the base foldier, but that wouldn't exactly work, seeing as the textures, for instance, of JA would be all sqrewed up. Insted You RENAME the JO assets.pk3, so that JA reads them FIRST, then the original game assets.pk3's next!

 

Name them something like this: "0_assets0.pk3, 0_assets1.pk3, 0_assets2.pk3, etc". The results are simply this. All (most) of the JO game is available, but using JA's game specks. Now, this is NOT perfect to say the least. Some of JO SP games are either "funny/strange" or don't quite work. For instance, in the SP level kejim_post, you'll find kyle and jan standing within their ship during the cutscene. In the level yavin_temple, you will be stuck where you are in the beginning and cant move (I think it has something to do with the scripting for the level interfearing with JA). Maybe someone has some idea's to fix this?

 

However, all of SP mode will be available in the game, but they may (will) have possible problems. In addition, all the MP maps will be available also, but you'll have to use the console to active them (the same apply's JO SP maps). I have not tryed multiplayer yet, nor have I explored all the JO SP maps, but I'm gonna!!!!!

In addition, I put my first SP JO map from the comunity into JA this morning (the ladder map, in case your wondering). Works perfectly!!!! I didn't have to convert anything, I just put the .pk3 into the base foldier if JA. Simple!!!! Now I'm off to put other JO SP maps into the game. "Try it, youl like it!", say's mikey!!!!

 

Custom JO SP maps should work as well...

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Wow !

 

Ive tried this - a bit glitchy, but some levels are just a treat ! I'm just glad it was so easy, I've been reading all sorts of posts about folders and textures and whatnot. This was so easy !!

 

I think this info should be stuck somewhere because it is always asked by many SP fans !!

 

 

MTFBWYA

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Starting from scratch at Kejim, i can only get my saber back if i put in give all, but this isnt a surprise

 

Cairn bay - starts fine - there's a grate you break up high - it leads to a dead end unfortunately !! (whereas normally you go through to another area(If I remember correctly).

 

In the level (cairn dock?) where you are with lando and you go to his ship, the lifts dont work to get down there

 

artus detention seemed ok, but i havent done the fan bit yet

 

doom comm - MY FAVOURITE LEVEL -- unfortunately this does not start. I get the cinematic of kyle - he is walking but not moving - he looks like he is moonwalking ! He has the comlink to his mouth but isnt saying anything,. This cinematic just pauses when i try to skip it...bugger...i really liked that level.. I wonder if it loads off a save game a bit further into the piece, too bad I have gotten rid of all my jo saves....bugger !

 

One interesting thing though, I had downloaded the 'modified for JA' version of the CTF garrison level from pcgamemods. It worked ok but had textures missing. since importing the JO assetts files as described above, these textures have returned !! The music works too, just to add

 

Another thing, which was a bit of a bummer, is that no music accompanies any of the SP levels I have played so far...this sucks, but I guess beggars cant be choosers, I am looking forward to the "dummies" guide to importing JO maps perfectly. Maybe Raven/someone clever can make an executable program that just does it at a click !!

 

Nonetheless, thanks Prime !!!

 

MTFBWYA

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Stickied this in the mapping forum, thanks to a request. ; )

 

The only JK2 maps I've played in JA are the JK2 converted map packs I downloaded off of pcgamemods.com (duel, ctf, and ffa maps converted to JA format with most stuff intact).

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  • 2 weeks later...

I was using som JO MP maps (the Kamino ones) in SP and spawning some of the JA reborn. When they used Rage (I think. The one where they look up and glow red), it appears that the texture is missing, because there seems to be the default missing texture swirling around them, instead of the red lightning.

 

Does anyone know why this would happen, and where in the assets.pk3s this effect is located? Any help would be appreciated.

 

Thanks! :)

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  • 2 weeks later...
  • 1 month later...

Hey guys!

 

Look I'm almost through with all JO SP maps. But as you said there are some problems. In some cases I had to use cheats to unlock certain things which scripts just wouldn't respond.

But concerning the cutsecenes that get stuck, I've found that if you use this console command:

 

cam_disable

 

you are automatically spawned into the map and you can go on with the level. For example in artus_topside map.

 

If you want to make the game feel more like the original it is a good idea to enter this console command at the beginning of a map and save the game:

 

sex m

 

snd kyle

 

playermodel kyle

 

setforcexxxxx (whatever you like)

 

give xx (another whatever you like)

 

 

PD: The game seems to chrash when you enter ''give weapon_saber'' as well as in the yavin trial map when you get the saber.

If someone is having the same problem please tell me.

 

PD2: you can get the saber with ''give all'' anyway.

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  • 1 month later...
  • 3 months later...
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Bespin_undercity doesn't work, there's an infinite loop in the first script, and without the levelsource, it will be harder to fix. Does anyone know if anyone has attempted this (Re-writing the scripts) to make some of these levels work? The scripts were all released, but without the level source, some things will be difficult to fix (Like the mirror in yavin_final).

 

EDIT: Ok, added a small wait to the patrol loops, means npcs just stand still but level plays. I get another runaway loop when I approach one of the cloud car hangars, though, and can't find the relevant script. None of the SP scripts even mention a navgoal 'hangar24'. Does anyone have any idea what I can do to fix this?

 

EDIT: Ok, seems Amidala posted while I was typing that last edit. The mod kind of makes me playing with the files redundant, though I'm still interested in more level sources if available.

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This works really well, just it's histerical, after you killed desann, kyle jumps up instead of walking towards the edge and jumping up and kyle falls down and dies im still ROFL...

Yah man i got like ¬¬!, anyway is really cool cuz i knew that mp maps worked fine in JA but i didn't know about sp ones, also i'll download some of the SP maps for JO (there are a few ones that are cool) to see if it works too.

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TigerFX: I wouldn't have thought so. The engine for JO and JA is heavily modified, and maps would likely be incompatible. Not to mention the textures and weapons would not show up, along with all npcs, animations and scripting. The only reason JO maps work is that JA is practically an expansion for JO, it just happens to include the original (modified) engine as well.

 

I have a question of my own: One reason the maps are incompatible is that JO uses a different navgoal type, correct? But when I decompile the maps, they seem to use the same waypoint_navgoal as JA. Is the difference in the JO compiler, then? Also, is there a way to preserve texture scale and position, as this would make re-compiling JO's maps for JA much, much easier.

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  • 2 years later...

I know this is a very old topic, but i am studying old mods and maps again...i have read thru this thread and see some posters who are still here...I am trying the ImHothV3 mod now, finally a buddy here sent me a copy i was looking for years for it...i cannot get it to show up in JKA, can someone tell me the process for running it?

 

i will put it into JKO in the usual way, and expect it will run there fine..but i am interested in how ppl get the maps to run in JKA if they like ImpHoth have no pk3 file.....the main directory is called pk3 but there is no pk3 file in the set. thanks for any ideas.

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