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sanctuary

Sanctuary's Animation Pack 1.6

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Hello,

Despite what i hoped, i finally worked on the version 1.6 of my pack since several nights and i reached the point of what i think to be worthy of a release (becoming really allergic to OFPAnim for a less technical explanation).

This time it should be really the final, final, final release ... oh well, until the next time wink_o.gif .

Here is the changes since the version 1.5

Quote[/b] ]The updated version 1.6 is featuring replacement and tweaked animations and interpolations for the AT stances for a total of 16 new animations that are now added to the other.

Several other animations already present have been retouched a bit.

The animation pack 1.6 is coming in 3 versions this time

-The Classic version , that have the normal weapon on back

-The Patrol version , that have the patrol stance instead of weapon on back to simulate a patrol walk instead of a weapon on back classic walk

-The Handgun version , that is featuring the BIS civilian animations instead of the weapon on back, this way if the unit is armed with a handgun it will use the same animation as an unit without any weapons, so you should not be able to notice who has a handgun and who has no weapons, making some missions even more interesting.

Notice that you can only use one version of the 1.6 pack at a time, use the one you need or prefer.

that should make t more complete than the previous version

You can download from the following place (there should be more mirrors to come)

Pack 1.6 version "Classic" thanks to xela89

Pack 1.6 version "Patrol" thanks to xela89

Pack 1.6 version "Handgun" thanks to xela89

OFP.info mirrors thanks to Silent N Deadly

Stealth-Net 3 versions in 1 download thanks to StealthTiger

Have fun.

PS : and thanks to Dschulle the author of OFPAnim, despite the headaches i had with the limitations of it, i would have made no animations without his program.

PS 2 : notice that no lean animations and crouch walk are in those pack. If you want to use them, you can download them from the sharing animation thread from my signature and add them yourself, following instructions i put there.

Or just use that is compatible with my pack.

PS 3 : Wrote something like this in the readme, but maybe some people will not see it , so here it is :

You are totally free to use/modify any of the animations from those pack

-without- having to ask me first.

It means you can convert them to anything you want, you can use only a part of them, you can mix them, you can rework them etc... without requesting my permission or something like that

PS 4 : that should be all, stop wasting your time in reading those last useless lines that i just wrote there because i previously wanted to discuss about the time that can be sunny but not always or that necessary need to breath that can be a problem when we are swimming underwater and .....and go download then play.

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very nice! looking forward to the final^4 release wink_o.gif

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The new file is smaller then the old one? Is this ok?

Thanks for the update though , i really like your anims and use them all the time smile_o.gif .

sancanim5pp.jpg

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wow, congratz to your final final final version, downloading now  biggrin_o.gif

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Some of the animations of 1.6 are using less frames than the BIS ones they are replacing, so it is normal that the final anim.pbo is smaller than the previous pack.

There are some minor undocumented changes that maybe you can see ingame.

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Hey Sanctuary,

first i will give you an big Honor for your great new Animations.Good Work   wink_o.gif

But i´ve got one ....öhm....or two Questions.

First....the Patrolanim:

Is it posible to use those Anim seperatly to the Anim with the Gun on the Back?Just like,when the Soldiers Wolk on a Way or e Field that the Soldiers doesent look like the same.For Example:

Ini: this exec "Animpatrol.sqs"

(big sry for my terrible English.....German  wink_o.gif )

Second.... Carrelesanim:

I´ve made a Intro with Soldiers who stands in carrles Position.

Some of them doesent turn into this Anim.I can do what i want....it doesent seems to work....why?(oh i´ve used the Soldiers of I44).

Ok.....i hope you´ve understand what i mean with this english Words i wrote.......(shame on me  unclesam.gif )

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Undocumented not in the sense of easter eggs, just in the sense of several minor "esthetic" differences and tweaks since 1.5 that i didn't listed in the included text files

Some are obvious, some are less noticable until you really watch them.

Quote[/b] ]Is it posible to use those Anim seperatly to the Anim with the Gun on the Back?Just like,when the Soldiers Wolk on a Way or e Field that the Soldiers doesent look like the same.For Example:

Ini: this exec "Animpatrol.sqs"

If you rename the animations you want to be played in a script -AND- create a config to define them, you should be able to use them in a script, like any additional animations.

There is a link to a tutorial in my signature where you can find a part dealing with the config.cpp you need to write when making additional animations

Quote[/b] ]I´ve made a Intro with Soldiers who stands in carrles Position.

Some of them doesent turn into this Anim.I can do what i want....it doesent seems to work....why?(oh i´ve used the Soldiers of I44).

It depends of the version of the 1.6 animation pack you are using.

when careless the soldier will use an animation "weapon on back" , but the Patrol pack use a patrol stance to replace it, and the Handgun pack use another stance to replace it.

To achieve what you want to do, use the Classic version of the 1.6 animation pack, as the weapon on back is really a weapon on back there , a simple modified version of the default BIS "weapon on back"

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Nice work Sanctuary!

Hmmmm just wondering though...

While playing FSW, I notice the diffrent idle animations that would loop through each soldier. Would this be possible to implement in OFP?

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Quote[/b] ]While playing FSW, I notice the diffrent idle animations that would loop through each soldier. Would this be possible to implement in OFP?

Actually, it used to be exactly like this in OFP 1.46.

Sometime i noticed when in formation that some of the AI had a different idle (they moved like if they were a bit nervous instead of being immobile) position.

Why this does not occur anymore in Resistance, i don't know.

The alternatives for the AI in "idle" position (and in some other positions) are always defined in the main config.

Something has certainly changed that broke this , but is it inside the config (and so someone can remake this alternative AI animation being supported) or is it hardcoded ?

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Hey, very nice work on your pack Sanctuary.  I like it very much.  

I have one suggestion thought, if it isnt too much trouble, for the animations of holding the AT or RPG/LAW just when your about to fire it, the weapon on your back looks a little bit out of place if you know what I mean?  Could you make another version of this that puts the gun on back like the BIS default (or something that looks better), but still with the new holding position of the AT?

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No, i prefer the weapon where it is now, sorry.

You can modify it for yourself with OFPAnim it is not that hard (tutorials in my signature) , but there is a lot of frames to modify if you want to get it right and it can be very long.

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what are the "pistol" animation names? so that i may change extract them from the pistol one and add it to the patrol one.  smile_o.gif

whoops you included a list. my bad

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Animations names can be found in the text files that are included in each of those packs.

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i m surprised to see that but that perhaps funy for some one

just look where is the M16

dxdshot.jpg(98.72kb)

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nevermind i found it. ill shut up and go away to my corner now tounge_o.gif

oh and i found the crawling animations and ive customized my version to everything i wanted.

thanks for the update sanct, mixed with your 1.5 patrol and some personal tweaks i now have a very beautiful animation pack that i think i will release with Y2K3 7.1 Final patch (the current is a beta patch)

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thanks bro

just wanted to say thank you for your commitment to ofp

love the animations

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PS 4 : that should be all, stop wasting your time in reading those last useless lines that i just wrote there because i previously wanted to discuss about the time that can be sunny but not always or that necessary need to breath that can be a problem when we are swimming underwater and .....and go download then play.

You definitely stayed awake for too long crazy_o.gif

Thanks for putting so much time in these awesome animations!

A thing that I already noticed in your previous patrol version, is it possible that people without weapons have a different animation than the patrol anim? Civilians f.i. look very weird when they're standing that way, without weapons . . .

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Sorry to ask this but what are the crawling anims names.I looked in the text files in your download but can't find the crawl anim name

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Quote[/b] ]Sorry to ask this but what are the crawling anims names.I looked in the text files in your download but can't find the crawl anim name

I put back the prone moving animation animation to BIS default one, as i found the head a bit more exposed in the Dreamy Knight anim that was used before

the animation name for the prone/forward is

plaznI0L.rtm

the other prone moving directions are

PLIZENI135l.rtm

PLIZENI-135l.rtm

PLIZENI45L.rtm

PLIZENI-45L.rtm

plizeni180l.rtm

plizeni90l.rtm

plizeni-90l.rtm

And the "prone turn around" ones for left and right

PLIZENIDOLEVA.rtm

PLIZENIDOPRAVA.rtm

to be more complete

Quote[/b] ]A thing that I already noticed in your previous patrol version, is it possible that people without weapons have a different animation than the patrol anim? Civilians f.i. look very weird when they're standing that way, without weapons . . .

Will need a config work, as by default civilians or any units are using the "weapon on back" animation as soon as they have a handgun hidden on them.

As this lead to the visual problem you can see, that' s why i released a "handgun" version of my pack, until someone modify a config to give units using handgun the normal civilian standing when they put it on back instead of the soldier weapon on back animation

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Will need a config work, as by default civilians or any units are using the "weapon on back" animation as soon as they have a handgun hidden on them.

As this lead to the visual problem you can see, that' s why i released a "handgun" version of my pack, until someone modify a config to give units using handgun the normal civilian standing when they put it on back instead of the soldier weapon on back animation

So is the handgun version using the patrol anims? I wasn't really sure about that, that's why I downloaded the patrol only version by now... ?!

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"handgun" version is using civilian animations for weapon back stances

"patrol" version is using patrol animations for weapon on back stances

"classic" version is using a modified weapon on back animations for weapon on back stances

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