You're first step to start jedi Knight editing.

The very basics | GOB's, COG's, 3DO's and such.

Since Jk is so new to everyone [as of now, that is] I though i should post what the different files are..

GOB much the same as quake .pak files
COG same as the quake .qc files, except they won't need compiling
3DO The JK models
KEY Controls the 3DO's movement
MAT Game textures
JKL Jedi knight levels
AI the AI for all moving things in Single player
CMP ?
PAR ?
PUP ?
SND the sounds
SPR Sprites [explosions, etc]

Now, that's quite a lot, or what? We'll [for the most part] stick with the COG's, as they contain most of the weapon code, item code, and such. Maybe we'll alse be hacking around with the skins a such too, but don't count on it.



Getting started | .. for real this time :-þ

Now, before you can start hacking away, you'll need the source code. The only way to get this, is to find it you're self, via a .con editor (much like a Quake .pak editor) ConMan is probably the best one in that area, atleast of those progs i've found. Now, what you do is to unzip this program somewhere. i don't care where, and it doesn't matter, but a /utils/conman dir is always nice, since you'll probably gonne be filling you're HD in no time with utils for JK in the future. Anyway, do now just as i tell you..

1 Start ConMan, and browse to the subdir called Resource
2 Open up the .gob, named res2.gob
3 select whatever .cog you want from the cog dir in the gob, and select "file|extract files"

And there you go! You have the source for, umm, whatever file you selected. [you only need the , say, the weap_strifle.cog, if you wanna edit something in the storm trooper cog, since there's no "compiling" thing.] This means that you'll save a whole lotta space, and a whole lotta time. What this also means, is that , say while playing a dude over the net, he could be changing the power of his weapons, also called "client cheating", or "cc" for short. Anyway, it's now time for you to follow one of the tutorials which can be found via the tutorials link onder jedi knight at the main page.

.. do some tutorials, and come back later..

Ah, done now? "Compiling" the mod, is the next step!



"Compiling" the mod | .. couldn'r find a better word ;-þ

IT's quite easy, really.. do as i tell you, now ;) [Get ConMan if you haven't already gotten it]

1 Start ConMan, and browse to the subdir called Resource
2 Open up the .gob, named res2.gob, and browse to the dir you're edited file originally came from.
3 Select "file|Add files" and then select the file you have edited, followed by a mouse click on the "ok" button.

Another way you can do this, is to..

1 make a sub-dir in "Resource", called whatever it was called in the GOB file [ie. \cog for .cog files, \3do for .3do files, etc]
2 Move your edited file to that directory.
3 Delete file when done.

Note: I'm not 100% sure if the 2nd method works, but i'm pretty sure. If you've found this method not working with certain mods, please let us know

Now, fire up Jk, start a new game, and you're off! If you're savegames doesn't work, don't worry, it's normal. [but still a pain in da a$$] Oh, and another *very* important step. Always take back ups!! No matter how easy the mod is, ALWAYS BACK UP! If you don't mind re-installing JK every 3 days or so, that is ;)