A spin-off of Jedi Knight II: Jedi Outcast, Jedi Academy allows players to create their own Jedi, train in the Academy under the tutelage of Luke Skywalker and Kyle Katarn and ultimately choose to follow the path of the Light Side or the Dark Side of the Force. The game is powered by the same version of the Quake III engine used in its predecessor, Jedi Outcast, containing modifications to the Quake code to give a third-person view and new lightsaber effects (Jedi Knight II had these 3rd person effects as well). Players have the ability to construct their own lightsaber by choosing the hilt style and blade color. After completing certain objectives, new saber styles become available including the ability to wield two independent sabers in a style known as Jar'Kai, once used by Anakin Skywalker during the closing fight in Star Wars Episode II: Attack of the Clones, or the double-bladed lightsaber (also known as a "saber staff").
Learn to create 'Faked' Bumpmapping/normalmapping in Star Wars Jedi Knight: Jedi Academy.
Posted by MaceMadunusus on Sep 6th, 2008
Fake Bumpmapping/normalmapping in Jedi Academy
First, you need to make a texture. Heres the one I made, it does '''not''' have to be exactly like this to work.
Once you have the texture, and the Nvidia Normalmap plugin installed, load up Photoshop (If it isn't already) And load your texture.
When your texture is loaded, go to Filter>Nvidia Tools> Normalmapfilter. This window should pop up.
There you have to play with some of the settings till you get a result you like. Note: With JKA you do not want a highly detailed normal map. Use the scale window to change how much depth it will have. 10-20 should be alright for now.
When you are done you should have something similar to this.
Now before we go and try to compile this, we need a shader. Its very simple and easy to use, here ya go:
blendFunc GL_DST_COLOR GL_ZERO
The q3map_normalimage is of course your actual Normalmap image file location. the Q3map_lightmapsamplesize is what quality it will be made during the compile, lower number = higher quality but more space on the BSP.
(Of course edit it for your own texture paths and other needs)
Now once you have the shader, the images, and the shader applied somewhere in your map close to a good lighting source you should get a good result, although it is very picky at times. (Once you compile)
Here is how you should put this method into your maps. Select whichever brushes or patches you wish to have the normal map on. Right click on the grid and go to func> Func_Group in the menu.
Once that is done and you still have the brushes or patches selected hit N on your keyboard.
The value number you may choose for yourself. The lower the number, the higher the quality. The High the number the lower the quality. (Default is 1)
This allows it to single the high lightmapscale to the one area rather than the whole map, making your map more optimized and better performing as well as taking less time to compile.
Now compile your level and go check it out!
Here is my result after getting it in-game.
For those that are wondering in the comments, there are many ways to changing how the normal maps work. One of them is just using -patchshadows compile line in the Light stage of the compile. (That one you see above, with everything else the same)
Note: This only works when using your normalmaps on Patches.
Among that being one method to changing how your normal maps look, you can also use this line which you see in the shader above:
Increasing the numbers lessens the quality and amount of Light Data needed in the normalmap.
Note that there is no mac-compatible Nvidia Normalmap Filter Plugin for PS. Normal Map Generator achieves pretty much the same thing.