STAR WARS™ Jedi Knight: Dark Forces II

STAR WARS™ Jedi Knight: Dark Forces II

39 ratings
JKGFXMOD: If you play Jedi Knight in 2020 or after, this mod is a must!
By Vortikai
The JKGFXMOD projects update the look of Jedi Knight to be slightly more modern. It will make this 1997 game look like a mid-2000s game with neural upscaled textures using AI, textures that emit actual light, and improvements to base models. In addition, there is technical improvements--no more dgVoodoo or having to run the game in compatibility modes. Having problems running JK? I'm sure it'll work if you install these mods, and it's better anyway.
 
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Introduction


I'm normally a vanilla person. It's my favorite flavor. However, I absolutely think this is fantastic work. Recently there has been active development with a few remaining people of Massassi began on a relatively large scale--considering this is a two-decade old game--project which includes multiple smaller-scale projects. These projects update the look of Jedi Knight to be slightly more modern. It will make this 1997 game look like a mid-2000s game along with technical improvements along the way.
Features
  • Textures upscaled using artificial intelligence
  • Better graphics: all-new 32-bit color, gamma correction, bloom, ambient occlusion, parallax mapping
  • Improved performance for certain scenarios
  • Textures that have lights in them now emit lights (e.g. walls with lights on them, Star Wars buttons, Nar Shadaa lights, etc.)
  • SSAO to bring out some world details
  • Lightsaber actually looks like a lightsaber and glows
  • No more dgVoodoo2 required--which doesn't even work for some people--no more running in compatibility mode, no more screen resizing, etc.
  • Weapons actually fire glowy Star Wars projectiles like in the films
  • Launch from Steam, Steam overlay works, even when using a community-made patch for fixes
  • Easy to install
  • Future-proof: install now, update mods later without risk to save game file
  • HUD scaling
  • Gets rid of the mode switching, i.e. black screens, when going from game to menus and vice versa
  • Have a problem running Jedi Knight? Try JKGFXMod, I'm sure it will work

Three Mods of One Project to Make JK Look Great
The first is JKGFXMod[github.com]. This is a new injector/patch that allows JK to run better and can enable emissive textures (e.g. textures that have light emission actually emit lights). If you just want the technical improvements--such as not having to rely on dgVoodoo, not having to use compatibility mode, SSAO, no more screen mode switching between gameplay & menus, and HUD scaling--you can just install this one alone without the other two. Using this, you can launch JK through Steam with a working Steam overlay.

The second is Jedi Knight Neural Upscale Texture Pack, which is an AI-made higher-resolution version of JK's original textures. This also includes said emissive textures that JKGFXMod enables the function of, as JKGFXMod on its own does not include the textures. The MODDB page has comparison shots of vanilla vs. upscaled. Requires the first mod in the list, JKGFXMod.

The third is JKGFX2019, which is a compilation of other high resolution model & texture packs (JKE, darthbabe96's models and conversions, the FGR/SMLiberator-made saber + emissive explosion effects, etc.) This mod is hosted in the JK Neural Upscale page and requires the previous two mods in the list.
Install instructions for just JKGFXMod (vanilla textures)
Instructions for those interested only in the technical improvements and not necessarily the new textures introduced by other mods. In other words, this is the base mod to get Jedi Knight going, and does not include the emissive textures, neural upscaled textures, or Jedi Knight: Enhanced models. It still includes, however, injected improvements like SSAO, bloom, ambient occlusion, etc. These instructions are based on/almost entirely the same as the install instructions found in install.md included in the archive for JKGFXMod. This is only for the Steam version of the game--other versions need to follow instructions in install.md. Please note that steps which include instructions on renaming must be adhered to strictly in this guide, and cannot be named anything else:
  1. Install Jedi Knight: Dark Forces II via Steam. I highly recommend starting with a clean install (uninstall through Steam, then in \Steam\steamapps\common\ delete the Star Wars Jedi Knight folder) since it only takes a few minutes to do anyway.
  2. Obtain Jedi Knight: Dark Forces II's Original 1.0 or 1.01 version of the game and place it in the main directory. I recommend using The_MAZZTer's open source downloading tool JKVersions[github.com] which automatically fetches the executables. Simply click on JKVersions.exe under "Assets" of that GitHub page to download it.
  3. Rename the newly obtained 1.0 or 1.01 executable from "jk.exe" to "jkoriginal.exe". Note if you're using The MAZZTer's tool, these will be in the Jedi Knight directory under the directory called "Patches."
  4. Install JKGFXMod[github.com] (place contents of JKGFXMOD.zip into the main Jedi Knight directory)
  5. Open jkgm.json with a text editor like Notepad or Notepad++, set the screen resolution to your own and change "jk.exe" to "jkoriginal.exe" in the command row
  6. Rename inject.exe to JediKnight.exe
  7. Run Jedi Knight from Steam
  8. Enable 3D hardware acceleration in the display options before starting a new game. The only resolution you should find is the one you set in jkgm.json.
Install Instructions for all JKGFX-related mods (includes new textures you see in the screenshots of this guide)
It is best to install JKGFX first, test that the game runs, then install the neural upscale patch, test that with a new game, then JKGFX2019, test that with a new game, etc. In other words, it's best to do this setup as a milestone installation. We would like to make an all-in-one installer, but everyone who can do it fears Disney's ineptitude of handling legal matters. NOTE: Because of the way Jedi Knight is coded, models and textures are cached in the save game files. Thus, as this method installs new models, you must start a brand new game after you install this. It will not work with previous saves. Also, steps which include instructions on renaming must be adhered to strictly in this guide, and cannot be named anything else:
  1. Install Jedi Knight: Dark Forces II via Steam. I highly recommend starting with a clean install (uninstall through Steam, then in \Steam\steamapps\common\ delete the Star Wars Jedi Knight folder) since it only takes a few minutes to do anyway
  2. Obtain Jedi Knight: Dark Forces II's Original 1.0 or 1.01 version of the game and place it in the main directory. I recommend using The_MAZZTer's open source downloading tool JKVersions[github.com] which automatically fetches the executables. Simply click on JKVersions.exe under "Assets" of that GitHub page to download it.
  3. Rename the newly obtained 1.0 or 1.01 executable from "jk.exe" to "jkoriginal.exe". Note if you're using The MAZZTer's JKVersions tool, these will be in the Jedi Knight directory under the directory called "Patches."
  4. Install JKGFXMod[github.com] by placing contents of JKGFXMOD.zip into the main Jedi Knight directory
  5. Open jkgm.json with a text editor like Notepad or Notepad++, set the screen resolution to your own and change "jk.exe" to "jkoriginal.exe" in the command row
  6. Rename inject.exe to JediKnight.exe
  7. Install the Jedi Knight Neural Upscale Texture Pack by placing the contents of JKNUP.zip into \Steam\steamapps\common\Star Wars Jedi Knight\jkgm\materials
  8. Install FastGamerr's JKGFX2019 textures by placing the contents of JKGFX2019-v011.zip into main Jedi Knight directory
  9. (Optional) Install the High Detail Mod for Jedi Knight DF2[www.jkhub.net]. The HD mod makes it to where LOD is practically limitless, and, for example, square stormtrooper helmets don't become smooth/nice when less than five feet from them. Place the contents of the Jedi Knight - Dark Forces II folder in \Steam\steamapps\common\Star Wars Jedi Knight\Episode
  10. (Optional) Install EXT_DarkJedi and EXT_Waggle[www.dropbox.com]. EXT_Darkjedi is a texture fix for the lightsaber hilt when Dark Jedi are defeated to be dark rather than bright. EXT_Waggle corrects the weapon sway/waggle when running, especially if it's too fast for you in first person camera mode. Place the contents of both .zip files into \Steam\steamapps\common\Star Wars Jedi Knight\Resource
  11. (Optional) Install ShinyQuagsire23's Mipmap Patch and/or FOV patches[jkdf2.net] hosted by DarthTrank. This download has unofficial patched 1.01 versions of the game that also have FOV values or mipmap changes patched over it. Use these if you wish to change the FOV on your ultrawide monitor setups, for example. The file contains multiple executables. Take one, and place it in your Jedi Knight directory. Rename it to jkoriginal.exe after backing up one already in there, if it exists already. Place JK.dll in the directory as well.
  12. Run Jedi Knight from Steam
  13. Enable 3D hardware acceleration in the display options before starting a new game. The only resolution you should find is the one you set in jkgm.json.


Troubleshooting
For any problem with Jedi Knight and these mods, there's two things to keep in mind/try.
  • Go to Setup and Display, make sure 3D Acceleration is enabled (only your resolution should be displayed), then click OK.
  • Click on New Game to load up the game on Level 1. Jedi Knight never works well when you install texture mods and load up save files made before the mods were installed. JKGFXMod is an exception to this as it is an injector--unless you also used JK: Enhanced Edition from the instructions with new textures above--but still doesn't hurt to test it out.
The Massassi Discord[discord.gg] has folks that can help with JKGFXMod-related issues. Please try the instructions to install JKGFX and the other solutions first, however.

If you have laggy menus, it's because of Gsync or Freesync. Disabling Gsync fixes it for me, but to be honest, I personally just suffer through it since I'm in the menus for about 5 seconds max per game session anyway.

For other problems with the game itself and not the mod, I recommend PCGamingWiki[www.pcgamingwiki.com] since that site is as awesome as The Massassi Temple[www.massassi.net], another place you can get help.

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20 Comments
Tizoc Jan 24 @ 8:36am 
I will double check then thanks.
Vortikai  [author] Jan 24 @ 6:25am 
Ticoz, that's an in-game setting you change under the mouse options I think. This shouldn't change any of those settings at all. It's under like "invert X" and/or "invert Y", I forget where exactly. It's a checkbox.
Tizoc Jan 24 @ 1:43am 
So I installed this and the visuals look fine but my vertical mouse movement is inversed;
Mouse down moves camera up
Mouse up moves camera down

How do I fix this? I tried fiddling with the options ingame but cannot change this =_=
Hojo Jan 23 @ 5:41pm 
Thanks for the help, 7oxicshadow! for those wondering, the unofficial patch needs to patch a file name jk.exe, so copy your jkoriginal.exe, name it jk.exe and then run the patcher.bat
7oxicshadow Jan 23 @ 1:36pm 
The "could not load level" error is caused by the JKGFX2019 mod.

The readme says that it must be used with the following patch:

REQUIRES JK UNOFFICIAL PATCH 2008-01-16:
http://www.jkhub.net/project/get.php?id=1499

I had the same problem myself and this fixed it.

For anyone wondering, all of the mods above work fine on Steam Proton (Linux) (Tested by me)
Binary Unit Jan 22 @ 7:28pm 
Doesn't work, "Could not load level"
Zedude Jan 10 @ 12:18am 
there is no inject exe
Infensus Jan 4 @ 3:30pm 
"Could not load level" after the intro cutscene
Vortikai  [author] Jan 2 @ 1:20pm 
Yeah the YouTube instructions does a few hocus pocus things that don't really do anything/giant waste of time, but it's otherwise solid. I updated the guide here to be more idiot proof.
Vortikai  [author] Dec 21, 2019 @ 5:34am 
The mod creator didn't upload any instructions to YouTube, but I'm sure there's good instructions there.