Unzip this to C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData, Or wherever you have the game installed.
It will create a Tools folder in Gamedata where you'll find these programs:
JK2Radiant - the map editor.
ShaderEd2 - the shader editor/viewer
sof2map - the map compiler, you will not be using this directly, JK2Radiant uses this.
MD3View - model viewer for .md3 format models
ModView - model viewer for .glm (Ghoul2) format model
carcass - the glm model compiler (uses car files) converts root.xsi to model.glm
Assimilate - edits car files
Max4Tools\XSIImporter.dli - a plugin for Max4 to load and save xsi files
(note carcass requires no spaces in your path so you may have to move the files to build a model!)
There is also a document on how to view models and make skins for Jedi Knight 2.
For tutorials on how to use JK2Radiant, refer to any of the many fine Quake 3 Radiant
tutorials on the web
Also, visit the editing/mod forums at the sites www.massassi.net and www.jediknightii.net to talk with other mod authors for help and brainstorming. In addition to those two sites, www.jk2files.com is an archive JK2 maps and mods.
When you've made your mod, be sure to .zip it up correctly (refer to the submission guidelines you find at those sites) and submit it for everyone to enjoy!
IMPORTANT DEVELOPMENT NOTE: If you make your own models, skins or shaders for your multi-player map and want to run the map in the game, you must set sv_pure to "0" on the console. If sv_pure is 1 (the default), the game *only* loads files that are in the pk3 files. If you pak up your map first, into a pk3 file in your base dir, then you can load the map without turning off "pure" mode. NOTE: you will want to turn pure mode back on before you play online!
Getting Started with JK2Radiant:
Start the program. The first time, you will be presented with a preferences screen. You should not have to change any of the settings, but you may (if you know what they mean). Hit "OK" when done and the editor will launch.
The first time it starts up, JK2Radiant defaults to opening the single-player (SP) "project". This is what you use to make single-player maps. If you wish to make multi-player (MP) maps, go to the file menu and select "load project". In your Tools directory, you will see the StarWarsMP.qe4 project file. Open that and you can make a multi-player map. Next time you open JK2Radiant, it will open the last project file you opened.
Two sample maps are included in the GameData/base/maps folder, Kejim_post.map (SP) and ctf_bespin.map (MP) for reference.
For information on how to use JK2Radiant, check out some of the links in the "Radiant Editor Resources and Links.htm" file in your Tools directory (credit to Wilhuf for posting this in www.jediknightii.net's "General Editing" forum).
Getting Started with ModView/MD3View:
Read the "Jedi Knight II Skinning Tutorial.doc" file in your Tools directory for instructions on extracting models from the game data files and viewing them with ModView/MD3View.
ShaderEd2:
NOTE: We only recommend using this tool if you are somewhat familiar with shaders and GL in general. You will not, generally, need to use textures that have shaders or textures that are not already in the game. If you do, you can find resources on GL and id's shaders at many of the same sites indicated in the "Radiant Editor Resources and Links.htm". For those of you familiar with Quake 3 style shader commands, we have changed and added some commands, but it should be mostly backwards-compatible (i.e.: you may be able to take shaders from Quake 3 and Elite Force and use them in JK2).
The first time you open ShaderEd2, you need to tell it where to find your pk3 files... on the menu select "SourceSafe->Configure" and, in the "Dir" edit box, type the full path to your shader directory. For example, with the default installation, this would be:
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\shaders
For the very adventurous, a couple extra documents about ROC files (pre-rendered cinematics) and JK2's surface sprites (used for grass and the top of the swamp water in the yavin_swamp level) are included...