JkGfxMod makes Jedi Knight: Dark Forces II look better and run on new computers.
- Makes the game work on new computers
- Improves performance in certain scenarios
- Better quality of life:
- HUD scaling
- No mode switching between menus and gameplay
- Hardware-accelerated windowed mode
- Better graphics:
- 32-bit color
- Gamma correction
- Bloom
- Ambient occlusion
- Parallax mapping
- Better mods:
- Support and tooling for advanced, high-quality materials
This is a beta release. Please report any issues you encounter.
Note: JkGfxMod is a standalone compatibility tool for Jedi Knight. JkGfxMod does not require any Windows compatibility settings, compatibility shims (installed by certain digital distributions), administrative privileges, or DirectDraw wrappers (e.g. dgVoodoo). We recommend disabling these compatibility fixes before using JkGfxMod.
Please follow the installation guide for your version of the game.
Copy the material pack directory to the jkgm/materials
directory in your Jedi Knight directory.
Material packs must be compiled using the compile
utility.
- Create a source directory and script file
- See
assets/sample_matpack
for a working example
- See
- Run the compile utility
- Example:
compile --script script.json --output outdir --resource path_to_jk/resource
- Example:
After the compile
command completes, the finished material pack will be inside the output directory.
For more information, please see the material compiler reference.
Please follow these steps to report issues:
- Reproduce the issue with logging enabled
- Set the
JKGM_LOG_FILE=jkgm.log
environment variable, OR - Set the
log_path
configuration option
- Set the
- Report the issue on GitHub
- Include a brief explanation of what you were doing when the problem happened
- Attach the log file to the issue