FireflyPL 0 Posted August 4, 2004 Is there any way I can change this animations for player in game anims or just do they work with AI only?? I would like to play with this anims instead of those total-shity (I hate original anims from BIS) animations from BIS. Share this post Link to post Share on other sites
mr burns 132 Posted August 4, 2004 HeiI was wondring about something, how big is the orginal anim.pbo before you add the new anim and after?? And the same with O.pbo?? get´s only slightly bigger, some kb maybe Quote[/b] ]Is there any way I can change this animations to for player in game anims or just do they work with AI only?? *scratcheshead* all player&npc´s use the same anim as long as you don´t call switchmoves (which aren´t playable) Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 *scratcheshead* all player&npc´s use the same anim as long as you don´t call switchmoves (which aren´t playable) But why?? What is the problem?? Why this can't be done while BIS made it by themselves? Share this post Link to post Share on other sites
mr burns 132 Posted August 4, 2004 *scratcheshead* all player&npc´s use the same anim as long as you don´t call switchmoves (which aren´t playable) But why?? What is the problem?? Why this can't be done while BIS made it by themselves? huh   ? whats so cool in playing switchmoves ? you know it´s just the stuff for cutscenes or scripted events... maybe i wasn´t clear enough, what i wanted to say is: yes you can use the anims too and it happens automatically since all units use the same anim. Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 maybe i wasn´t clear enough, what i wanted to say is:yes you can use the anims too and it happens automatically since all units use the same anim. Well and thats strange, because it works only on the animantions from demo mission from this pack. When I put a soldier in editor or play some other mission I still play soldier with old BIS animations! But I would do everything to change this anims and to make my player-soldier use this new anims instead of those original from BIS. Question is How? Did I make something wrong with this repack?? I followed the instructions from readme. Can someone post some pictures of actually playing this animations with a player?? Share this post Link to post Share on other sites
mr burns 132 Posted August 4, 2004 these anims are harder to distinguish from other anim packs (wilcos for example) because it more improves bis anims than reinventing them. did you try the pistol ? this anim clearly has improved alot, you´ll see the difference Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 these anims are harder to distinguish from other anim packs (wilcos for example) because it more improves bis anims than reinventing them.did you try the pistol ? this anim clearly has improved alot, you´ll see the difference Here is how it looks when I play with this animations installed. Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 And some more Do you see any difference to BIS anims?? I dont. Then what is wrong? Share this post Link to post Share on other sites
mr burns 132 Posted August 4, 2004 as i said before, the difference isn´t that big .. you could insert other running anims by changing an .rtm but i think dreamy chose this anims because the have perfect transitions to bis´, thus preventing some funny body parts warping i´ve made a vid hat shows my anims and i´m pretty sure they´re right (look at the nade anim, sweeeet ) Download (right click, save as..) Share this post Link to post Share on other sites
Pappy Boyington 0 Posted August 4, 2004 the laying nade animation is cool.. but your choice of music. . . burns you worry me. seek help i beg you Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 as i said before, the difference isn´t that big ..you could insert other running anims by changing an .rtm but i think dreamy chose this anims because the have perfect transitions to bis´, thus preventing some funny body parts warping Hmm but isnt this animations suppose to looke like this in the background instead of the animation of my player-soldier wich is still aiming in the way the BIS made it So anyway is it possible to replece original game animations with those swichmove anims that were used in demo mission? If so, how shall I do this? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted August 4, 2004 ok dude try this Download its 117 megs, get over it OVERWRITE your O.pbo with the one in this file and OVERWRITE your Anim.pbo in your Res\Dta folder make sure you arent running any mods. if you are using the Y2K3 mod then replace the Anim.pbo in the Y2K3/DTA folder (same goes for any other total conversion mod) Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 ok dude try thisDownload its 117 megs, get over it  OVERWRITE your O.pbo with the one in this file and OVERWRITE your Anim.pbo in your Res\Dta folder make sure you arent running any mods. if you are using the Y2K3 mod then replace the Anim.pbo in the Y2K3/DTA folder (same goes for any other total conversion mod) I downloaded this files. Replaced them and ok now it works fine. Looks lovely. Thanx. Share this post Link to post Share on other sites
FireflyPL 0 Posted August 4, 2004 you would also need to change the "safe" animation to put the gun on this chest. . . then the walk animation could have the gun on his chest too.would look stupid for him to put it on his back and then step forward and it magicly appere on his chest Well I think that can be fixed. Take a look at this safe animation with gun on the chest. Then if you move the gun appears on the back thats no doubt. BUT if you can remake this walk animation with pointing barrel to the ground instead then it would look like as if a guy pushed his gun from his chest to the back!!!! That would look awsom!! Share this post Link to post Share on other sites
maxmyster 0 Posted August 4, 2004 I was wondering if it is normal that when the ai's are doing the anims they dont shoot at the ennemy....???? For example, when i make a ai move around a city and put the patrol anim, he doesnt shoot back at the ennemy he continues too patrol without shooting....is it just me or what Share this post Link to post Share on other sites
Silver Falcon 0 Posted August 4, 2004 However, there are differences in quality of moves, it´s good job. For example the sprint, most of static ones are cool, but in some moves, the backpacks of partyzans are deformated (and jumping updown). Some moves have similar problems as original ones (i bet most are remade official, not done whole new). For example, when the pelvis is rotated bit to side in forward move (usualy you have pelvis straight, because you can move faster and more fluently). It is fact that when pelvis is straight and chest rotated, it deforms the body a bit, but its about priorities. In sniper motion, i would turn the chest bit back (antimoved by pelvis) to balance the weight of long riffle better. I hope, this is constuktice criticism, I realy know, how hard work this is. BTW: Another ambitious anim system - will be combined with scripting features in mod, and then launched for general use to let combine its basics with any another mod. http://ofp.gamezone.cz/index.php?showthis=6858 Share this post Link to post Share on other sites
4 IN 1 0 Posted August 5, 2004 laying nade anime is by far one of the few "good" anime BIS have made hum i think it would be better to change the other nading anime a bit to make it more accrate, like the one when you holding handgun/without weapon(god it just looks dumb to pull the pin by teeth ) Share this post Link to post Share on other sites
Pappy Boyington 0 Posted August 5, 2004 either im late to notice this or it wasnt mentioned he also changed the binocular animation too. i didnt notice it til just now when i was sniping someone. .the guy had binocs in his hand and later when i went and picked them up and looked at them myself in command veiw. . in fact all 3 lying, crouching, and standing binoc animations are changed. .now the guy holds them to his eyes!! they look much better and much more realistic Share this post Link to post Share on other sites
GoOB 0 Posted August 5, 2004 Uhm... Stuffpbo farked up my O.pbo. Thank god for backups Very nice job, in the process of installing now after watching the very funky video by Mr.Burns. Gotta love Manu Chao EDIT: Any idea on how to make it work with stuffpbo? Because makepbo seems to be taking ehm... A while. Share this post Link to post Share on other sites
mr burns 132 Posted August 5, 2004 Uhm... Stuffpbo farked up my O.pbo. Thank god for backups Very nice job, in the process of installing now after watching the very funky video by Mr.Burns. Gotta love Manu Chao EDIT: Any idea on how to make it work with stuffpbo? Because makepbo seems to be taking ehm... A while. do you see the little properties button in make pbo ? just click it and check all teh filetypes so they don´t get compressed, will make everything smooth btW: the ultimate o.pbo backup is on your resistance cd, same as every other addon, it´s all in the same folders as on your hd Share this post Link to post Share on other sites
GoOB 0 Posted August 5, 2004 Wow, fantastic! You can barely notice the seams between BIS anims and your anims DreamyKnight! Outstanding work! The only thing is with the sprinting anim it looks like if setacctime is used in some way (a little cartoonish looking). But that's just a nitpick! Share this post Link to post Share on other sites
NeMeSiS 11 Posted August 5, 2004 just downlaoded the o.pbo etc (had to shit anyway so why the hard way ) and omfg i love these anims! Share this post Link to post Share on other sites
GoOB 0 Posted August 5, 2004 By the way, do I put the new cutscene anims in my addon folder? I have no idea on how to use them Share this post Link to post Share on other sites
mr burns 132 Posted August 5, 2004 By the way, do I put the new cutscene anims in my addon folder? I have no idea on how to use them new cutscene animation as from the "new" folder ? dunno how to call them by switchmove but i just swapped the ssprint0.rtm (normal sprint animation) which is in "anim" folder to the stoop and run.rtm from "new" folder- repacked it and it´s looking great  edit: did somebody find out yet how the walk-aware anim is called originally ? Share this post Link to post Share on other sites
Gordy 0 Posted August 6, 2004 stand alert=savarestanistat.rtm CombatWalkF=schuze0l.rtm I haven't found anything else. To be sure check cfgMoves in commented config. Share this post Link to post Share on other sites