
It's a great place for getting to know how modeling works. A term you will come across is often is "frankensteining" or "kitbashing" which essentially mean taking parts from models and combining them into one model. Otherwise the main program used is 3DS Max, which you can get the student version for free, as well. I recommend starting with the free program called Blender, mostly because it's free, but also because there is a plugin that makes it easy to import and export. It takes lots of practice if you've never done it before. This can potentially be the hardest to learn, simply because it takes a long time to gain the skill to create something worthwhile. I recommend starting with RichDiesal's guide. It's not the most user friendly program, and it's still very dated compared to modern tools. The biggest thing that will set you back with mapping is the program used to create maps: GTK Radiant. Most people would say to move to modeling after skinning, as a natural progression of knowledge, but I think mapping is easier to learn than modeling, personally. It's as easy as opening one of the textures in MS Paint and drawing on it (as a simple example). Skinning means changing or creating your own textures for a model. In the modding world, skin is the term given to the textures of a 3D model, like a character or weapon. In Academy, they are listed separately in. Both games have the same system, however in Jedi Outcast, all NPCs are listed in the npc.cfg file. The concept of editing or adding NPCs is very easy, especially if you've done any coding before. Enemies and friendly characters that aren't the player. In the JK games, that means characters like stormtroopers, mercs, Tusken raiders, etc. NPC is an acronym for Non-Playable Character.

Or rather, a list of guides and resources to get you started. This is just a quick guide of how to get started with modding Jedi Academy.
