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sanctuary

ww4 anims beta

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If you think you can build soldiers in O2 without any works, even if they help to speed up the process a lot for anyone willing to give a try, i am afraid the modders ressources i am building will not be of any help to you.

The same as in real life, if you are that lazy and wait passively for things to popup out of air in front of you, you will wait a long long long time...

The final release should occur somewhere around September 2012, or maybe later, unless i feel bored with this too much and just give up.

For people interested in creating camo, textures or soldiers based on my works and optimised specifically for the animations i am doing :

In the modder ressource package i uploaded , i noticed a selection problem related to 2 faces in the body part named "bodyonly7.p3d", causing a polygon to be seen in the 1st lod while it should not if the unit is lying on the ground.

I modified those 2 faces, added the size halved glove textures so you don't have to do edit them yourself, added the merging tutorial inside too and the config.cpp sample in the readme.txt so you don't have to check the forum for reference ...

And here is the fixed modders ressources , so download the package even if you got the previous one , it is a fixed version :

http://files.filefront.com/WW4ressource2rar/;12706031;/fileinfo.html

http://rapidshare.com/files/174952111/WW4ressource2.rar.html

http://www.zshare.net/download/52984059acce8623/

http://www.megaupload.com/?d=5FY7UV41

http://w16.easy-share.com/1702915301.html

http://www.filefactory.com/file/80029c

http://d01.megashares.com/?d01=c410ae3

http://netload.in/dateiMTYyMjQ0Nj/WW4ressource2.rar.htm

http://uploaded.to/?id=q1odxz

http://superuploader.net/ced475245271-WW4ressource2-rar.html

Have fun in O2.

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I understand..well, thanks...I've another question: do this models replace the original ones in the single player campaigns Cold War Crysis, Resistance and Red Hammer?

Thank you

Regards

otreblA

PS: notworthy.gif

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Good to see people trying to use the ressources, at least i didn't spent those months trying to get something available uselessly biggrin_o.gif

For a wound overlay that would function like the wrinkles files, you can try to use this wound.PNG.

I was totally unable to get a TGA with the wounds correctly displayed most of the transparency were never saved in the alpha channel of the TGA, but in PNG format the transparency is totally saved and can be copy pasted on any textures.

http://files.filefront.com/PNGwoundsrar/;12709203;/fileinfo.html

http://superuploader.net/7e7f59245542-PNGwounds-rar.html

Here is what happen if i copy paste the PNG on the 3col.tga texture :

11jnsj8.jpg

Of course, with more works it could get better, as i am not the most skilled texturer for the wound job, but at least it is better than nothing.

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Congratulations, Sanctuary, very nice and understandable tutorial work and "in seperated parts" model, Ofp was definitely lacking in that kind of "ready to use" frameworks / tools. I wish i add that kind of help when i began modding, instead of "walking in the dark" !

About texture merging, it's the first time i understand how to do it...but considering the amount of work, do you think it is "really worth it" considering the FPS ? Is it possible to merge only the "biggest" textures of a model ? Or only the numerous smallest ones to reduce the amount of textures loaded ?

What i'm doing is reducing texture size quicker than polycount to save FPS but keeping the visual effect nice.

For example :

Lod 0.000 : Polycount : 2500, Textures sizes (for the biggest ones ): 512x512

Lod 0.500 : Polycount : 2500, Textures sizes (for the biggest ones ): 256x256

Lod 1.000 : Polycount : 1800, Textures sizes (for the biggest ones ): 256x256

Lod 4.000 : Polycount : 1800, Textures sizes (for the biggest ones ): 128x128

Lod 8.000 : Polycount : 1500, Textures sizes (for the biggest ones ): 128x128

Lod 16.000 : Polycount : 1000, Textures sizes (for the biggest ones ): 128x128

Lod 32.000 : Polycount : 400, Textures sizes (for the biggest ones ): 128x128

Lod 48.000 : Polycount : 120, Textures sizes (for the biggest ones ): 2 textures 128*32

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About texture merging, it's the first time i understand how to do it...but considering the amount of work, do you think it is "really worth it" considering the FPS ? Is it possible to merge only the "biggest" textures of a model ? Or only the numerous smallest ones to reduce the amount of textures loaded ?

What i'm doing is reducing texture size quicker than polycount to save FPS but keeping the visual effect nice.

For example :

Lod 0.000 : Polycount : 2500, Textures sizes (for the biggest ones ): 512x512

Lod 0.500 : Polycount : 2500, Textures sizes (for the biggest ones ): 256x256

Lod 1.000 : Polycount : 1800, Textures sizes (for the biggest ones ): 256x256

Lod 4.000 : Polycount : 1800, Textures sizes (for the biggest ones ): 128x128

Lod 8.000 : Polycount : 1500, Textures sizes (for the biggest ones ): 128x128

Lod 16.000 : Polycount : 1000, Textures sizes (for the biggest ones ): 128x128

Lod 32.000 : Polycount : 400, Textures sizes (for the biggest ones ): 128x128

Lod 48.000 : Polycount : 120, Textures sizes (for the biggest ones ): 2 textures 128*32

Oh yes, it is definitively worth it.

Fab confirmed it with a russian truck addon that had a very lot of textures and was a framerate killer when just one was present within your field of view.

He merged all the textures into just 1 big and no more framerate hit.

I noticed myself a framerate improvement during my own tests when merging textures of some soldiers that had too many.

Additionally, it is another performance gain if you don't use different textures for different lods, this way OFP will load even less textures during the game (remember it already has to load every building and island ones), giving more place to texture from other things (vehicles etc...) before framerate begin to drop.

From what i understood , if you use only 1 512x512 texture for every lods, it will always be more performance friendly than using

1st lod with one 512x512

2nd lod with one 256x256

3rd lod with one 128x128

4th lod with one 64x64

Because you would then force OFP to load 4 textures instead of one and would have to force it to switch to a new textures everytime a lod is changing ingame.

Remember that OFP has texture mipmaping that automatically lower its quality (and so the ressource needed for it) with the distance (basically the more far a model is, the most blurry the texture will become, you can notice that in O2 already)

And finally, another trick i learned is that too much lods could be impacting performance.

In your example, you have 8 resolutions lods, i think it is a bit too much considering some of them feature no reduction of polycount but force new textures to be loaded.

Quote[/b] ]Congratulations, Sanctuary, very nice and understandable tutorial work and "in seperated parts" model, Ofp was definitely lacking in that kind of "ready to use" frameworks / tools. I wish i add that kind of help when i began modding, instead of "walking in the dark" !

Yes, it is too bad i didn't had the knowledge to do that before when OFP was always popular, this kind of ressources would have certainly helped a lot of people that abandonned OFP modding thinking it was too difficult.

It sure would have helped me a lot, as models and textures were something totally alien to me a year and a half ago.

I learned a lot during my projects from people like Macser and Fab that have skills and knowledge regarding all of this far from amateur level.

But as you said, it is a lot of work if you have advanced too much on your project.

I started my ww4 project in august 2007 , some months later i had a lot of units ready, then only then i learned about the merge, the amount of textures by lods, etc...

So i had to scrap everything i did, as i noticed the difference in performance when using vast amount of different troops in the same time was noticable.

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another attempt, a bit brighter and detailled to a wound png file, using ghost recon rsb decals as a reference (how better and simplier this would have been if OFP used decals instead of wound textures , like ghost recon).

http://files.filefront.com/blood3rar/;12712824;/fileinfo.html

http://superuploader.net/c21f0a245917-blood3-rar.html

here is the result if i apply this png on the 3col.tga

wiviia.jpg

of course you just have to tweak the brighness/contrast acccording to the texture you apply it on, on this example i din't tweaked it.

Not that great, but as said without a competent texture guy to make a good blood overlay, it is better than nothing

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Another attempt at a blood overlay, this ones seems better depending on the texture it is merged with (but remember the previous ones you can always rework their color tones etc...) as you can see on the example after the download links :

http://files.filefront.com/bloodlay2rar/;12714260;/fileinfo.html

http://superuploader.net/9fcdf3246102-bloodlay2-rar.html

example with the 3col.tga :

33ubz9e.jpg

and merged with another camo texture :

bgelib.jpg

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An update, welcome ww4 beta 4 to the world, 1st post updated accordingly.

You can download it from one of those mirrors :

http://files.filefront.com/beta4WW4rar/;12715250;/fileinfo.html

http://dl.free.fr/e3tF1Swer

http://rapidshare.com/files/175213229/beta4WW4.rar.html

http://www.zshare.net/download/53027913aedf405c/

http://www.megaupload.com/?d=4YA09KC9

http://netload.in/dateiODE5OTcyMT/beta4WW4.rar.htm

http://uploaded.to/?id=wjmu7t

http://superuploader.net/aa246d246243-beta4WW4-rar.html

What's new since beta 3 :

-new cargo anims , done because i was fed up of having all the soldiers having a death wish with their own guns pointing to their heads, this time they will not look like they will shoot themselves by accident biggrin_o.gif.

-possiblity to crouch with the AT on shoulder, just press the WALK key (wherever you bound it in your OFP preferences) and press the MOVE BACK key (not in the same time), or just go in Ironsight mode and press the MOVE BACK key.

-leaning introduced, at this time it is only for the crouch position, the distance has been carefully tweaked so your soldier does not have to show a shoulder first to be able to lean out of cover. To lean just press the TURBO key (wherever you bound it in your OFP preferences) and press MOVE LEFT or MOVE RIGHT keys when you are crouching.

-when jogging with AT in every directions it does not allow you to shoot anymore during your moves and the launcher is pointing low to avoid big guns hiding your view (don't worry jog-shooting is config disabled too so you will not shoot to your feet by mistake)

-reloading while standing makes you crouch automatically so you (or the AI)will offer a smaller target while doing so, don't worry you stand up again automatically too.

-possibility to use binoculars while having the AT on shoulder.

-fixed several animation problems , proxys badly positionned and tweaked some timing for the anims in config.

As usual, that's beta, things may or not change etc... try things at your own risks.

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A little something i have been working on and will very likely make it into the next beta as i am now satisfied with it.

Remember those annoying barriers that you know you could just move over, but that the OFP engine make as annoying obstacles to your moves, forcing you to move all the way to another entrance risking to be shot at any time during the process :

11kv8qv.jpg

Well, hopefully this annoyance will be a thing of the past :

ezltae.jpg

v4yruf.jpg

20u9zeb.jpg

I configured it so this "move over" animation play when you press the "turbo" and the "move back" keys in the same time while standing up, as it is an unused combination (turbo+move back is the same as just move back in OFP currently) it is unlikely you will use this by accident.

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Quote[/b] ]I configured it so this "move over" animation play when you press the "turbo" and the "move back" keys in the same time while standing up, as it is an unused combination (turbo+move back is the same as just move back in OFP currently) it is unlikely you will use this by accident.

Brilliant and clever idea notworthy.gif

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Too bad the AI will be unable to understand this without someone scripting it. But at least i hope it will really add to the gameplay.

Some of those small barriers are death trap in enemy occupied towns.

Quote[/b] ]Very nice!! Do you have the layers or an original psd for the uniform an pouches?

Look into the modder ressources, not everything is there yet, but you have the 'wrinkles' available already in TGA format, you can already build a camouflage swatch, then add this wrinkle TGA as a layer and you either overlay or dissolve it to obtain the uniform.

as an example i provide the 3 color swatch, you can then apply the wrinkles on it and obtain the 3color-like uniform from the screenshot

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Used the same technique, hopefully in beta 5 too :

when in "crouch" position , press "MOVE BACK" and "TURBO KEY" in the same time :

5v65pu.jpg

okpcsi.jpg

2up5j5s.jpg

2vvqe78.jpg

swse2v.jpg

2ex1w0j.jpg

Not yet totally tested, but if the smaller "move over barriers" works, the "climb over wall" should works as nicely.

A bit more test and i will get a beta 5 ready for more public tests.

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Awesome Sanctuary! Can those animations to overcome obstacles be used in Multiplayer on the client side? Or will it crash a server like leaning animations if not everybody has them installed?

How small or big can the obstacle be to move over it like that?

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Very nice mod I must say.

A question: How do you crouch og lay down with an AT when I try it just switches back to the rifle before crouching or laying down?

STGN

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Awesome Sanctuary! Can those animations to overcome obstacles be used in Multiplayer on the client side? Or will it crash a server like leaning animations if not everybody has them installed?

How small or big can the obstacle be to move over it like that?

It works in both MP and SP -ONLY- if both server and clients have them.

This is because in OFP every modifications of animations classes will result in a crash if server and clients are using a different CfgMovesMC.

Basically if you add more anims that are not existing in OFP or modify how some are working to obtain something totally different, you need to modify the CfgMovesMC.

That's why to play with all the anims from WW4 either you install the WW4 mod on your server and have all the clients using it too, or you edit the mod config you are running on your server to add the new animations classes, and you get all the clients to use the same modified config.

There is no other way to be 100% sure there will not be a problem.

For the size.

The "move over" allow you to move over obstacle the size of the barrier in the screenshot (found by example in Everon).

The "climb over" allow you to climb most of the standalone walls in OFP default island (like the base walls in Kolgujev or the cemetary walls in Malden, etc...)

It is important to notice that you can't shoot during both those different animations that last for a few seconds, and that the climb over is even slower and longer, so there is no exploit there, as you can't use this in the wild to "bunny jump" smile_o.gif

Additionally it adds to the gameplay as you can find some new firing position :

2eziqzs.jpg

Quote[/b] ]A question: How do you crouch og lay down with an AT when I try it just switches back to the rifle before crouching or laying down?

Be sure you have the latest version (beta 4, it is wrote on the main menu) and just read what i write in the 1st post :

Quote[/b] ]possiblity to go lying with the AT/AA weapon to get more cover, you can fire from this position. To go lying, when you have a launcher on your shoulder, press the MOVE BACK key and TURBO key in the same time (check where you bound those keys for your OFP).
Quote[/b] ]possiblity to crouch with the AT on shoulder, just press the WALK key (wherever you bound it in your OFP preferences) and press the MOVE BACK key (not in the same time), or just go in Ironsight mode and press the MOVE BACK key.

Hopefully i should be able to get beta 5 ready in some hours and upload for people to test and report if problems.

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A bit earlier than planned, but at least to get some testing help about the new moves, here is BETA 5 of the animations, some download mirrors :

http://files.filefront.com/beta5WW4rar/;12724610;/fileinfo.html

http://dl.free.fr/eb6jaQWnq

http://rapidshare.com/files/175482593/beta5WW4.rar.html

http://www.zshare.net/download/53068147aa547be1/

http://www.megaupload.com/?d=4S9XRUQA

http://w18.easy-share.com/1702932136.html

http://www.filefactory.com/file/aabgdd

http://d01.megashares.com/?d01=0cda5ee

http://netload.in/dateiMTMzOTg2MD/beta5WW4.rar.htm

http://uploaded.to/?id=wzt33d

http://superuploader.net/eb18cb247630-beta5WW4-rar.html

What's new since beta 4 :

-possiblity to move over obstacle that are the size of the wood barriers painted in white found in Everon villages.

To do so, while being STANDING near the obstacle, press in the same time "MOVE BACK" and "TURBO" (check where you have bound those key in your OFP options)

-possiblity to climb over walls that are the size of the one from Kolgujev military bases or cemetary walls found in Malden towns, can be used to climb on top of some vehicles.

To do so, while in CROUCH stance near the wall, press in the same time "MOVE BACK" and "TURBO".

"climb over" takes more time than "moving over" and you can't shoot during both animations.

Those 2 major additions have a strong impact on gameplay, so i need people to test and reports if they find a problem while using those on various islands.

-leaning while standing up, to do so press "MOVE LEFT" and "TURBO" or "MOVE RIGHT" and "TURBO" , in the same time. Of course you can shoot from both positions

-some small tweaks to various anims (jumpy part, stabilization of hands, etc...)

Rolling on the ground may appear in the next beta

As usual, beta means nothing is definitive, things may or may not change, and use it at your own risks.

Always very recommended to enjoy the animations as they are intended to be, while waiting for WW4 project units, you should use Hyakushiki US and OPFOR troops, download links available in the 1st post, they have the same body structure as the incoming WW4 troops and so will look nicer than other addons with the animations

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about the blood texture. you should try to blend the blood with the fabric (just a little bit), as the fabric sucks liquids smile_o.gif

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I think your over-estimate my texturing ability biggrin_o.gif

This is a bit too advanced texturing skill level, already making the last version of the blood overlay was very difficult for me despite it sounded simple on theory.

Blending the overaly so it looks like the blood is absorbed by the cloth is over my current paintshop knowledge.

anyways, 1st post updated for the beta 5 release

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I hope I didn't miss it reading thrugh the topic but is there gonna be crouch jogging with weapon i high ready?

STGN

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Running/jogging(not sprinting) in crouch position with high ready, just like you can when standing up and running you press fire and run with the rifle pointing forward.

highreadylk1.jpg

STGN

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