How to Convert JK2 / JA Maps to SWBF2 (Take 1)
Posted: Tue Jan 12, 2021 9:12 am
Archived on Twitch as a 'highlight', which means it should be saved forever - the link below is my first real attempt at a tutorial for converting JK2 / JA Maps to SWBF2. It clocks in at just over 2 hours long, and there are some knowledge gaps of mine included xd but for the most part this *will* take you from noob to knowledge-swamped amateur : D in this one department anyway. goodness knows I am that amateur, but i've done me best to codify what has been a wonderland exploration for myself. So! for your learning and consideration ^^
https://www.twitch.tv/videos/869763062? ... &sort=time
PS: solution for the strange fade-in/fade-out green textures towards the video's end (provided by Teancum!):
"[...] is an issue with the compression format. For those textures I created a texture.tga.option and gave it the following
-maps 1 -format A8R8G8B8".
and if i have the time i may get around to editing together /clipping / time-stamping the important bits.
Edit:
Google Doc contents below!
How to Convert
Jedi Knight II: Jedi Outcast & Jedi Academy maps
to Star Wars Battlefront II Classic
Software used:
You must possess a copy of JK2 or JA (depending on which map you are converting).
Zero Editor (SWBF2 mod tools for mapping)
https://www.moddb.com/downloads/start/1 ... gle.com%2F
Noesis
https://richwhitehouse.com/filemirror/noesisv4427.zip
Blender
https://download.blender.org/release/Blender2.80/
XSI (Autodesk Softimage 7.5)
https://www.moddb.com/downloads/start/1 ... gle.com%2F
XSI_ZETools (an addon for XSI)
https://github.com/Schlechtwetterfront/ ... 3.0036.zip
Installation (includes DL links for required resources):
(http://schlechtwetterfront.github.io/xs ... stallation)
Kigo Image Converter
https://www.google.com/search?q=Kigo+Im ... e&ie=UTF-8
Summary of the Process:
Locate the desired map BSP file in the game data files
Convert the BSP to OBJ in Noesis
Import the OBJ in Blender and re-export it as OBJ
Assign the textures in the OBJ’s corresponding MTL file
Batch convert the texture files from JPG to TGA
Open the OBJ in XSI
Export the map in chunks as MSH files
Create an ODF file for each MSH
Assemble the map in Zero Editor
https://www.twitch.tv/videos/869763062? ... &sort=time
PS: solution for the strange fade-in/fade-out green textures towards the video's end (provided by Teancum!):
"[...] is an issue with the compression format. For those textures I created a texture.tga.option and gave it the following
-maps 1 -format A8R8G8B8".
and if i have the time i may get around to editing together /clipping / time-stamping the important bits.
Edit:
Google Doc contents below!
How to Convert
Jedi Knight II: Jedi Outcast & Jedi Academy maps
to Star Wars Battlefront II Classic
Software used:
You must possess a copy of JK2 or JA (depending on which map you are converting).
Zero Editor (SWBF2 mod tools for mapping)
https://www.moddb.com/downloads/start/1 ... gle.com%2F
Noesis
https://richwhitehouse.com/filemirror/noesisv4427.zip
Blender
https://download.blender.org/release/Blender2.80/
XSI (Autodesk Softimage 7.5)
https://www.moddb.com/downloads/start/1 ... gle.com%2F
XSI_ZETools (an addon for XSI)
https://github.com/Schlechtwetterfront/ ... 3.0036.zip
Installation (includes DL links for required resources):
(http://schlechtwetterfront.github.io/xs ... stallation)
Kigo Image Converter
https://www.google.com/search?q=Kigo+Im ... e&ie=UTF-8
Summary of the Process:
Locate the desired map BSP file in the game data files
Convert the BSP to OBJ in Noesis
Import the OBJ in Blender and re-export it as OBJ
Assign the textures in the OBJ’s corresponding MTL file
Batch convert the texture files from JPG to TGA
Open the OBJ in XSI
Export the map in chunks as MSH files
Create an ODF file for each MSH
Assemble the map in Zero Editor