sanctuary 19 Posted June 14, 2007 Update : Alpha 4, 6 August 2007 (see the changelog in the end of this post to see what's new or what has been modified) As my time and interest in making a complete new animation replacement pack is not very extensive, it could take years before i finish what i am building. Then, instead of letting the currently completed work to stay on my HD and forget about it, i will use this thread to release the animations files when i complete them. So consider this thread to be about -work in progress-, but playable replacement animations as you can download them and implement them yourself in an Anim.pbo. Of course, if by some miracles i finally complete this project one day, there will be a final release thread in the addons complete board with the complete Anim.pbo and classic/patrol alternative, as usual. This thread will be updated each time i complete some new animations. Files : ------ latest version of the anim files -Sanc Anims ALPHA 4 (+/- 549ko) http://files.filefront.com//;8241387;;/ archived old versions -Sanc Anims ALPHA 1 (+/- 250 ko) http://files.filefront.com//;7784877;;/ -Sanc Anims ALPHA 2 (+/- 380ko) http://files.filefront.com//;7793297;;/ -Sanc Anims ALPHA 3 (+/- 477ko) http://files.filefront.com//;7803141;;/ (If .rar archives puzzle you, just use WinRAR , it's nice and free) How to install : -------------- If you have never ever opened a pbo file in your life, just follow these instructions , it not not difficult at all , if you already know just skip this part : -Put a copy of an already existing Anim.pbo (either the original BIS or any kind of user made Anim.pbo) on your desktop. -Get PBO Decryptor 1.5 -Extract then launch Unpbo.exe -Click on Open File and browse to your desktop then select the Anim.pbo and click Open -Now click on Decompress -Once finished, close Unpbo.exe , you have now on your desktop a folder named Anim -Delete the Anim.pbo file -Extract all the animations from the folder named newanims found in the archive you downloaded in the Anim folder, accepting to overwrite files of the same names. DO NOT put the newanims folder in the anim folder, i am talking there about the .rtm files. -When it is done, Make PBO -Extract the launch MakePBO.exe -Click on Select Dir and browse to your desktop then select the folder named Anim and click OK -Click on Properties and CHECK all of the cases (we want nothing compressed for performance reason in the future Anim.pbo) there and click OK -Click on Make PBO and wait until it is done. -You now have a new Anim.pbo on your desktop and can close MakePBO.exe note : as alternative to MakePBO or UnPBO you can use : PBox, WinPBO both are good utilities. An Anim.pbo must be in a folder named "DTA" in a mod folder to be used. If the mod folder does not have a DTA sub folder , just create a new folder and name it DTA, then place the file Anim.pbo in \modfoldername\DTA\ That's all, launch OFP with the mod (you placed the new Anim.pbo into) activated and you will be able to use the new animations. Changelog : ----------- i list the files names so you can see which file is what and so you can mix animations you may prefer to build your own Anim.pbo **Alpha 4** -tweaked the running to left and right sbeh90l.rtm sbeh-90l.rtm -Modified the AT aiming and all the interpolations going and coming from stand/crouch/prone, this was done to fix a forearm problem with addon soldiers models. ATdoklek.rtm ATDOLEHU.rtm ATDOstani.rtm atsTAT.rtm klEkDoaT.rtm LEHDOAT.rtm staniDOAT.rtm -Modified the Walk Aiming in every directions, to lessen a bit thevisual annoyance of body "pulsating" horribly with some addons soldiers during the walk aiming. While it looks a bit more robotic than the previous walk anims, the good side is that it does not create any distorted part for previously affected addons soldiers. These are now the default walk aiming schuze0l.rtm schuze135l.rtm schuze-135l.rtm schuze180l.rtm schuze45l.rtm schuze-45l.rtm schuze90l.rtm schuze-90l.rtm -if you prefer the older walk anims , use the tweaked anims located in the "oldwalkaiming" sub folder. schuze0l.rtm schuze135l.rtm schuze-135l.rtm schuze180l.rtm schuze45l.rtm schuze-45l.rtm schuze90l.rtm schuze-90l.rtm **Alpha 3** -Stand aiming to AT aiming and vice versa (staniDOAT.rtm and ATDOstani.rtm) -Crouch aiming to AT aiming and vice versa (klEkDoaT.rtm and ATdoklek.rtm) -Lying aiming to AT aiming and vice versa (LEHDOAT.rtm and ATDOLEHU.rtm) -AT aiming (atsTAT.rtm) **Alpha 2** -Sprinting in 3 directions (the ssprint...rtm serie of files) -included a folder named "altrunning" that contains alternative running in every direction (the sbeh....l.rtm serie of files), with the primary weapon pointing to the ground. **Alpha 1** replace the following -standing aiming (Sstanistat.rtm) -crouch aiming (klek.rtm) -lying aiming (lEH.rtm) -stand to crouch and vice versa (ssTANIDOKLEK.rtm and klekdostani.rtm -stand to lying and vice versa (stanisdolehu.rtm and lehdostanis.rtm) -crouch to lying and vice versa (klEklEH.rtm and LEHKLEK.rtm ) -AI only aware stance. (savarestani.rtm and savarestanistat.rtm) -Running in every direction (the sbeh....l.rtm serie of files) -Walking aiming in every direction (the schuze...l.rtm serie of files) Have fun Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 15, 2007 Well I dont dabble in animations but I just had to say a big Thumbs-up for your community spirit Sanctuary. I'm sure there are plenty other people out there who will appreciate the masters touch  edit:spelling Share this post Link to post Share on other sites
Snake Man 407 Posted June 15, 2007 -Get PBO Decryptor 1.5-Extract then launch Unpbo.exe -When it is done, Make PBO -Extract the launch MakePBO.exe Or just use PboX? Share this post Link to post Share on other sites
raedor 8 Posted June 15, 2007 I'd suggest to use PboView instead, it's a great tool and it works on all ArmA pbos: http://www.flashpoint1985.com/cgi-bin....t=63919 Anyway -- good to see you back with a mod, Sanctuary! Share this post Link to post Share on other sites
Snake Man 407 Posted June 15, 2007 Well this was posted on: OPERATION FLASHPOINT » ADDONS & MODS: DISCUSSION Share this post Link to post Share on other sites
sanctuary 19 Posted June 15, 2007 Thank you people, I'd suggest to use PboView instead, it's a great tool and it works on all ArmA pbos: http://www.flashpoint1985.com/cgi-bin....t=63919 I have not noticed this program as i am way out of the loop, does this work with OFP pbo ? Anyways, 1st post updated with alpha 2 of the wip. Share this post Link to post Share on other sites
Macser_old 0 Posted June 15, 2007 Hello Sanctuary, Good to see you back to work,in whatever capacity. Personally,I look forward to any contributions you intend to make,so good luck with your project. Regards. Macser. Share this post Link to post Share on other sites
sanctuary 19 Posted June 16, 2007 1st post updated with the alpha 3 wip Share this post Link to post Share on other sites
seba1976 98 Posted August 6, 2007 Master Sanctuary  , is there an easy way to install the animation pack that comes with GRAA 3.0, without the rest of the mod? And don't get me wrong, your GRAA 3.0 is brilliant and I use it all the time, but I have some old MP missions that would see a changed gameplay if using GRAA, but the game looks awful with the default anims. If the aswer is obvious, please forgive my ignorance - or my bad memory, since I'm coming back to OFP after a short time out for ArmA. (Yes, I think ArmA is not my kind of game.) Thanks. Share this post Link to post Share on other sites
sanctuary 19 Posted August 6, 2007 Animations replacements are usually a file named Anim.pbo (not Anims.pbo that one is for default island cutscenes) located in the Dta folder of any mod. So to use animations from a mod in a standalone version, all you have to do is to create a new mod folder for it. By example : -you create a folder named @MYANIMATIONS -inside of this @MYANIMATIONS folder you create another folder and you name this one DTA -inside of @MYANIMATIONS\DTA\ you put the Anim.pbo you want to use. Once done, you just put the mod folder named @MYANIMATIONS (that contains a folder named DTA that itself contains the Anim.pbo) into your install of OFP , like any mod folder By default it would be ...Codemasters\Operation Flashpoint\ so you obtain \Codemasters\Operation Flashpoint\@MYANIMATIONS Now use an OFP shortcut, edit the properties of it and at the target line you add -mod=@MYANIMATIONS So it looks like ...\Operation Flashpoint\FlashpointResistance.exe" -mod=@MYANIMATIONS Each time you will launch OFP with such shortcut it will launch default OFP -with the animations replaced. Note1 : the animations used for the GRAA modpack were created for the models of this modpack, it may not look nice with other models like the BIS default ones or other older addon. You can find many other animation replacement pack on OFP.info that would fit better with the older models. Note2 : none of the extra animations from the GRAA modpack (lean/roll/crouchrun/crouchwalk/atrun/crouchgrenade/crouchdrop/weaponlow/atstances...) can be used in such way, to use those you need to use a mod and to play online the same mod must be used on the server. Share this post Link to post Share on other sites
sanctuary 19 Posted August 6, 2007 Oh and before i forget, 1st post updated with Alpha 4 wip Share this post Link to post Share on other sites
blackjack-VS- 0 Posted August 6, 2007 Havent played Arma enough to notice any "not so good" animation, but i'm sure you found a lot of polishing to do. I'll try this as soon as i can, and report if needed. Very good to know ur still around Sanctuary,keep the good work! Edit: oops i forgot this was ofp related...my bad! but i still play ofp sometimes so i'll test them anyway! Share this post Link to post Share on other sites
seba1976 98 Posted August 6, 2007 Animations replacements are usually a file named Anim.pbo (not Anims.pbo that one is for default island cutscenes) located in the Dta folder of any mod.So to use animations from a mod in a standalone version, all you have to do is to create a new mod folder for it. By example : -you create a folder named @MYANIMATIONS -inside of this @MYANIMATIONS folder you create another folder and you name this one DTA -inside of @MYANIMATIONS\DTA\ you put the Anim.pbo you want to use. Once done, you just put the mod folder named @MYANIMATIONS (that contains a folder named DTA that itself contains the Anim.pbo) into your install of OFP , like any mod folder By default it would be ...Codemasters\Operation Flashpoint\ so you obtain \Codemasters\Operation Flashpoint\@MYANIMATIONS Now use an OFP shortcut, edit the properties of it and at the target line you add  -mod=@MYANIMATIONS So it looks like ...\Operation Flashpoint\FlashpointResistance.exe" -mod=@MYANIMATIONS Each time you will launch OFP with such shortcut it will launch default OFP -with the animations replaced. Note1 : the animations used for the GRAA modpack were created for the models of this modpack, it may not look nice with other models like the BIS default ones or other older addon. You can find many other animation replacement pack on OFP.info that would fit better with the older models. Note2 : none of the extra animations from the GRAA modpack (lean/roll/crouchrun/crouchwalk/atrun/crouchgrenade/crouchdrop/weaponlow/atstances...) can be used in such way, to use those you need to use a mod and to play online the same mod must be used on the server. Too bad then. The other great pack that I like modifies original files and cannot be run as an addon folder, which kinda complicate the thing when I'm offline and wants to use GRAA. Thanks. Share this post Link to post Share on other sites