In Dark Forces, Kyle Katarn, a young mercenary successfully infiltrated the Empire. Jedi Knight continues the story of Katarn as he embarks on a quest into his past and learns the mysterious ways of the Jedi. With this knowledge, he must stop seven Dark Jedi from unlocking the powers of a hidden Jedi burial ground. This task forces Katarn to decide his destiny. If he chooses the Dark side, he will come into enormous power. If he chooses the Light side, he faces seemingly insurmountable evil. Whatever path Katarn chooses will change the face of the galaxy forever.
I am super excited to announce a new and improved version that actually has some good graphical changes as well as much needed fixes that should help people that were having trouble with the mod to now be able to run it no problem!
Big changes to the latest Release! New comer to the Jedi Knight Modding community Vurt has overhauled a bunch of he Jedi Knight Upscale Textures and made them even more detailed and enhanced. These of course have been added to the mod with permission of course. Check out a some of the changes below:
His Mod adds 720 new textures for the game, basically overhauling almost the entire game apart from some of the smaller details where graphics aren't as noticeable. We also have added some fixes that were spotted and fixed by blackhawk3d1. Weegee Model got messed up in 3.2 for some reason. He also fixed some of the other Textures on the doors and switches that Vurt missed!
Another slight change added to the Mod is a new Kyle Model. The other Kyle had slightly bigger eyes and the detail was kind of low. The New Kyle is now full HD and looks very nice! The Mod has several different versions but I decided to go with the AKyleHD2-HighRes-Tan-Shirt version since it was not overly pixelated like the Extreme High Res option but if you like to change that to one of the other versions you can download the mod here and simple add the other version you like to the Mod! -HD Kyle Addon
So on older versions of OpenJKDF2 you had the install the game files in the %appdata%/Roaming/openjkdf2/ folder which made it difficult to install the mod since I would then have the make sure the installer installed the Graphical updates to the Appdata folder as well. But with the latest version of OpenJKDF2 as long as you have OpenJKDF2 files installed in the JK Root Directory (Ex: Steam C:\Program Files (x86)\Steam\steamapps\common\Star Wars Jedi Knight) it should no longer try to install files in the Appdata folder and instead run the mod with the game files in the Root Directory! This means those who were having trouble getting the graphical updates to show it was probably because you installed the Mod in the Root JK Directory causing OpenJKDF2 to not have to move the game files which then made it so all the mod files were not loading since they were installed in the Appdata folder that is no longer needed! Therefore, we now have a way better user friendly installer that should not give us much trouble since we only have to worry about making sure you select the JK Root Directory! All that being said please read the installation Guide before you install so you have an idea on where you need to install the Mod!
Alternative Download Nexus Mods: Jedi Knight Remastered
Creators of OpenJKDF2
shinyquagsire23 - Max Thomas
bahstrike Strike
annnoo Anno
thecom
bangstk
Creating some fixes and other textures to help imporve the mod.
Vurt's
blackhawk3d1
Creators of EMJK - Enhancement Mod for JkGfxMod (JK Edition) 1.0 [FINAL FGR VERSION]
FastGamerr
Shred18 for Jedi Knight Enhanced (https://www.moddb.com/mods/jedi-knight-enhanced)
darthbabe96 for the Muzzle Flash mod for JK (http://www.jkhub.net/project/show.php?projid=816) as well as with providing other hi-res resources used in this mod
HapSlash and INFINITY BLADE for the Imperial officers and other models
MotS mod for Jedi Academy for the Imperial Navy Troopers (replacing the Commandos)
SMLiberator and darthbabe96 for other misc. models and model adjustments
TreeMarmot/jdmclark for the new WeeGee model and its textures
SMLiberator (http://www.jkhub.net/project/show.php?projid=381) for the new sabers and helping me out with getting darthbabe96's muzzle flashes to work properly with JkGfxMod - among other things!
Playtesters: Vortikai (https://steamcommunity.com/sharedfiles/filedetails/?id=1778723490) & Krokodile XVII - Son of Krokodile XVI
Creator of Jedi Knight Neural Upscale Texture Pack
TreeMarmot
As always guys have fun with Jedi Knight Remastered 3.3! And may the Force be with you!
--- GeneralTantor
This is a new texture mod for Dark Forces 2 (using openjkdf2) with completely new high-definition textures. Currently 700+ textures are recreated/reimagined...
It is finally here! Jedi Knight Remastered 3.0 features a new backbone! OpenJKDF2 is now the root of the Mod! Biggest change meaning Ultra wide support...
OpenJKDF2 is a function-by-function reimplementation of DF2 in C, with 64-bit ports to MacOS and Linux.
Has the mod Stuttered on you? Has it lagged here or there? This fix may help you!
Tool to patch Jedi Knight Dark Forces II executable for custom FOV, remove FPS limits, disable mipmapping, LOD and update to Unofficial Patch. Recommended...
Version 1.0 features 700+ new textures for the game with much improved quality. For use with OpenJKDF2 / Dark Forces 2 Remaster.
These are the leftover files for the cancelled War that Time Forgot mod for Dark Forces 2. These are mirrored here in-case someone wants to try to use...
This is a program for Jedi Knight that converts level geometry data to Unreal engine's .t3d format. Which allows you to port levels from Jedi Knight to...
This is an exporter script for Jedi Knight. Created by Don Robb
I believe that I have installed this properly, but I'm having an issue with switching weapons and using melee attacks.
the issue is that the animations for switching, fighting with my fists and my light saber are bugged and don't look right. does anyone know what the problem could be?
I found out that in my configuration file there was enable V-sync false,
I've changed that to true and that seems to have solved it.
I didn't see anything about that in the configuration guide.
Star Wars Jedi Knight: Dark Forces II Remastered v2.0 Reshade RAY TRACING GI
Couldn't get inject.exe to run as it crashes with the error message "OpenGL could not be initialized" just to run the game...Maybe because my laptop had an Intel HD gpu?
Did get it to run with the dgVoodoo but still gave problems like no fmvs only audio,the gameplay in a window,etc...
Used the command line -windowgui which causes the menus and fmvs to be windowed but no longer black but the gameplay is full screen.Just the resolution to 1024 x 768.Plays fine!
Did anyone extract the textures,models and audio from the game? Would like to possibly use them as a mod for another game?
Downloaded everything and installed and got the icons including Configuration icon on my desktop … but when I try to open the Config it says <Adobe Acrobat could not open "jkgm.json" because it is either not a supported file type or because the file has been damaged (for example it was sent as an email attachment and wasn't correctly decoded)>
My Adobe seems fine and the whole game is downloaded and ready to go but just can't open the Config. Pls advise?
Every time I run the inject.exe I get an error that OpenGL could not be initialized. The game works in 5K when starting directly. I have hardware acceleration but around the blaster I have a semi-transparent rectangle.
I do run it inside Wineskin on Mac. Like this it actually works best. Converted from CD version.
Gcenx/WineskinServer
Any idea what could be wrong?
A little gameplay demonstration with true Widescreen and fixed FOV!!!
For some reason i get the feeling when playing this that Dark Forces 1 has better graphics, Like the blaster rifle looks better in that one, and the enemys look more real... but 2D...
Always wanted to play this game, but my computer disagrees.
how to fix video? because when i play i have a mess on my screen :(