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ww4 anims beta

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Hopefully it should just be a matter of 1 week before the next beta "special weapons".

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everything looks fiine.. and looking by the list of weapons , i see you added a M240 and even more Groza variants !!

only. . . will you add a FN-SCAR? i wish to have a FN-SCAR in OFP >_>

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There alraedy exist an SCAR for OFP use search.

STGN

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Would it be possible to have a version of these animations with the static AT animation being crouching instead of standing and vice versa? Because this is what happens in FDF mod with these animations: click me. I tried to change it myself for personal use, but it doesn't seem that simple, because it would require editing of the animations itself which is beyond my knowledge and editing several config parts... confused_o.gif

Nice job with the animations and the mod otherwise! Me and my friends have started using it in multiplayer together.

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For now i am focusing exclusively on weaponry for the 6 released corps :

-west army

-east army

-west ct

-east ct

-res militia

-res insurgency.

(D) and (W) version of each corps use the same weapons.

For future corps weaponry , it will have to wait future betas,

In beta 10 i will not add new corps, it will have to wait beta 11.

It is very likely the beta 10 will be uploaded today or tonight, i am just testing if everything is correctly done or if my fixes does not create more bugs.

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Would it be possible to have a version of these animations with the static AT animation being crouching instead of standing and vice versa? Because this is what happens in FDF mod with these animations: click me. I tried to change it myself for personal use, but it doesn't seem that simple, because it would require editing of the animations itself which is beyond my knowledge and editing several config parts... confused_o.gif

Nice job with the animations and the mod otherwise! Me and my friends have started using it in multiplayer together.

No need of animation editing or config rewriting :

To get back to the older crouch AT stance, just open both files :

Anim.pbo from the @ww4test\dta

ww4_modanim.pbo from the @ww4test\addons

In the ww4_modanim.pbo, take that file :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crouchat.rtm

rename it

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">atstat.rtm

And replace the atstat.rtm found in the Anim.pbo by your newly renamed one.

This way you will have by default the soldier crouching with the AT weapon.

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Yeah, I figured that out, but then there's those animations to switch your current equipment to AT-launcher and vice versa, which wouldn't look good after just renaming those two files, because in the animations they will stand up after wielding the AT-launcher and then they'd suddenly switch to crouch stance and so on...

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

at0l.rtm

at135l.rtm

at-135l.rtm

at180l.rtm

at45l.rtm

at-45l.rtm

at90l.rtm

at-90l.rtm

ATdoklek.rtm

ATDOLEHU.rtm

atDOLEVA.rtm

atDOPRAVA.rtm

ATDOstani.rtm

atnABIJ.rtm

atstat.rtm

klEkDoaT.rtm

LEHDOAT.rtm

staniDOAT.rtm

This is the list of animation you will just have to take from another Anim.pbo that is "crouch AT based" and put them in the Anim.pbo you currently use.

This way you will have the crouch AT stance roughly correct for your needs.

No other way as i am making the animation for the WW4 mod, if it works with other mods, that's nice, else that's just too bad but my focus is on ww4, nothing else.

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Woulden't it be easier to just alter the animation used in the fdf config??

STGN

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Certainly, this way no pbo modification to do (but not having the mod installed anymore, i copuldn't point out the exact modification to do).

But the problem with FDF is that they have animation speed totally different from the WW4 ones, certainly BIS values.

In WW4 mod i tweaked the anim speed specifically so the animations destroyed visually by the way too high speed of a BIS default config would look a lot better.

So using the WW4 Anim.pbo without miodifying the whole class CgMoves MC of the FDF mod is a bit of a waste.

Anyways and more importantly ......

Here it is finally, BETA 10 of the WW4 modpack.

Mirrors :

http://files.filefront.com/beta10WW4rar/;12932826;/fileinfo.html

http://superuploader.net/159401282345-beta10WW4-rar.html

http://sharebee.com/19f3e101

http://dl.free.fr/eRADysarJ

http://rapidshare.com/files/181851961/beta10WW4.rar.html

http://www.zshare.net/download/539584256287c1d1/

http://www.megaupload.com/?d=P10P4H69

http://w19.easy-share.com/1903213586.html

http://www.filefactory.com/file/afhe3c0

http://d01.megashares.com/?d01=9280610

http://netload.in/dateiWrG0WTwL8k/beta10WW4.rar.htm

http://uploaded.to/?id=f6wec3

As usual, that's entirely beta, unfinished, etc... so install at your own risk, you know the drill.

What's new in beta 10

----------------------

-fixed some problems with some models that had no wound textures appearing, improved the helmet interior of the east CT, improved both camos of the resistance replacement, improved the ACU-like color tones etc...

-added new weapons and ammo based on JAM3 values (tweaked for lnoger range as some were too small giving too much advantage to the human player) for each of the corps (west army/east army/west CT/east CT/Res militia/Res insurgency).

Basically each corps has their own weapon. Weapons included have JAM sounds.

Note that the insurgency corp (both (W) and (D) versions) have HD version of the magazines not the regular ones for their weapons, to simulate they are the only corps without any military training/background.

-tweaked and fixed some animations according to some reports

-rolling on the ground now available, to do so when you are lying on the ground, press MOVE LEFT or MOVE RIGHT with in the same time the TURBO key pressed.

-main config is now edited to stay in CPP format, very very slight longer loading time, but needed to fix some compatibility problems with some addons.

-to give more modularity, each corps has now their own config :

ww4_warmy.pbo is the config for the West Army

ww4_earmy.pbo is the one for the East Army

ww4_rmili.pbo is for the Militia

ww4_wct.pbo is for the West CT

ww4_ect.pbo is for the East CT

ww4_rinsu.pbo is for the Insurgency

this for both Woodland and Desert version of each corps.

So now if you don't want one of the included corps in either the editor or in your game, just remove their specific PBO, it will remove them from the mod.

This makes it easier to fixes problems or for the user to find who is who inside the configs.

-removed the radio sounds to have the AI way more responsive to order or to combat situations.

Note that in the bin folder you can find a "radio" subfolder that contain a version of the main config.cpp that always have the radio sounds.

So if you want to dumb down the AI more than it is already by having the radio sounds to play again, just replace the main config by this alternative one.

Here are the weapon and ammo classes included in beta 10 in case you need them for missions and scripts (of course the magazines name feature a HD before the word mag are magazine with high dispersion values) :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

WW4_M16

WW4_W556_30Bmag

WW4_W556_30BHDmag

WW4_M16Acog

WW4_W556_30Bmag

WW4_W556_30BHDmag

WW4_M16Aim

WW4_W556_30Bmag

WW4_W556_30BHDmag

WW4_M16SD

WW4_W556_30BSDmag

WW4_W556_30BSDHDmag

WW4_M16M203

WW4_W556_30Bmag

WW4_W556_30BHDmag

WW4_M433grenade

GrenadeLauncher

Flare

FlareGreen

FlareRed

FlareYellow

WW4_M24

WW4_W762Sniper_20mag

WW4_M240

WW4_W762M_200mag

WW4_W762M_200HDmag

WW4_M60

WW4_W762M_200mag

WW4_W762M_200HDmag

WW4_M249

WW4_W556M_200mag

WW4_W556M_200HDmag

WW4_M249Aim

WW4_W556M_200mag

WW4_W556M_200HDmag

WW4_M4

WW4_W556_30mag

WW4_W556_30HDmag

WW4_M4Acog

WW4_W556_30mag

WW4_W556_30HDmag

WW4_MP5

WW4_MP5SAmag

WW4_MP5SAHDmag

WW4_MP5Aim

WW4_MP5SAmag

WW4_MP5SAHDmag

WW4_MP5M203

WW4_MP5SAmag

WW4_MP5SAHDmag

WW4_M433grenade

GrenadeLauncher

Flare

FlareGreen

FlareRed

FlareYellow

WW4_MP5SD

WW4_MP5SASDmag

WW4_MP5SASDHDmag

WW4_MP5SDAim

WW4_MP5SASDmag

WW4_MP5SASDHDmag

WW4_AK74M

WW4_E545_30mag

WW4_E545_30HDmag

WW4_AK74MGP25

WW4_E545_30mag

WW4_E545_30HDmag

WW4_VOG25grenade

GrenadeLauncher

Flare

FlareGreen

FlareRed

FlareYellow

WW4_AK74MKobra

WW4_E545_30mag

WW4_E545_30HDmag

WW4_AK74MPK01A

WW4_E545_30mag

WW4_E545_30HDmag

WW4_AK74MPSO

WW4_E545_30mag

WW4_E545_30HDmag

WW4_AK74MSD

WW4_E545_30SDmag

WW4_E545_30SDHDmag

WW4_PKM

WW4_E762M_200mag

WW4_E762M_200HDmag

WW4_RPK74

WW4_E545M_75mag

WW4_E545M_75HDmag

WW4_E545_30mag

WW4_E545_30HDmag

WW4_SVD

WW4_E762_10mag

WW4_Groza

WW4_E762_30mag

WW4_E762_30HDmag

WW4_GrozaGP25

WW4_E762_30mag

WW4_E762_30HDmag

WW4_VOG25grenade

GrenadeLauncher

Flare

FlareGreen

FlareRed

FlareYellow

WW4_GrozaKobra

WW4_E762_30mag

WW4_E762_30HDmag

WW4_GrozaSD

WW4_E762_30SDmag

WW4_E762_30SDHDmag

WW4_GrozaPSO

WW4_E762_30mag

WW4_E762_30HDmag

WW4_AK47

WW4_E762_30mag

WW4_E762_30HDmag

WW4_AK47GP25

WW4_E762_30mag

WW4_E762_30HDmag

WW4_VOG25grenade

GrenadeLauncher

Flare

FlareGreen

FlareRed

FlareYellow

WW4_AK47Kobra

WW4_E762_30mag

WW4_E762_30HDmag

WW4_AK47PK01A

WW4_E762_30mag

WW4_E762_30HDmag

WW4_AK47PSO

WW4_E762_30mag

WW4_E762_30HDmag

WW4_AK47SD

WW4_E762_30SDmag

WW4_E762_30SDHDmag

WW4_RPK47

WW4_E762M_40mag

WW4_E762M_40HDmag

WW4_E762_30mag

WW4_E762_30HDmag

Have fun

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Nice what I have noted so far:

Grenadiers only have 3 grenades is this on purpose?

The M24 is semi automatic eventhough its a bolt rifle.

The MP5 needs to be rezeroed.

The aimpoints used on M16's is different from the one on the MP5's?

I would not consider an MP5 with Aimpoint a marskman rifle needs a Hensold scope!

The Groza arm placement could be better I think.

The Ak's has M16 muzzle flash when looking at the model but Ak muzzle flash in the reticle.

The PK and M240 has a M249 reticle.

Shoulden't the groza be a 9mm to balance things out? Thats also the most commen configurationl in reallife as I understand it.

STGN

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Quote[/b] ]Grenadiers only have 3 grenades is this on purpose?

No i just forgot they were half the size of a BIS one, so 6 could fit in.

Quote[/b] ]The M24 is semi automatic eventhough its a bolt rifle.

Not noticed, will change that next beta.

Quote[/b] ]The MP5 needs to be rezeroed.

why ? I dont remember my bullets not hitting their targets during testings.

Quote[/b] ]The aimpoints used on M16's is different from the one on the MP5's?

Because the Earl m68 had way too different textures than the mp5 it was a very ugly mix there.

As the original m68 that came with this mp5 had a better color harmony with its parent smg, i decided to not use Earl one on the MP5.

Quote[/b] ]I would not consider an MP5 with Aimpoint a marskman rifle needs a Hensold scope!

Marksman is not the better choice of word for the unit that has the mp5sd + m68, i envision more this unit as some kind of assault specialist, as the CT corps major role are small range combat.

The name will be changed in future beta to reflect more of this.

Quote[/b] ]The Groza arm placement could be better I think.

No, i tried lo different locations, i believe this one is the best to not have the left hand floating in front of the canon in 1st person view.

Quote[/b] ]The Ak's has M16 muzzle flash when looking at the model but Ak muzzle flash in the reticle.

Originally the idea was to have the flash be all the same for all weapon, this way only 1 flash texture would have been loaded in memory.

But i will need to edit the optic models to do so, so for now some of them always have another flash, but soon all will have the same, for texture loading efficency.

Quote[/b] ]The PK and M240 has a M249 reticle.

I don't have a specific sight for those weapns, it explains why they have this m249 sight.

Quote[/b] ]Shoulden't the groza be a 9mm to balance things out? Thats also the most commen configurationl in reallife as I understand it.

The model i made is the Groza-1 , it does not use 9mm ammo.

The previous model i made was the Groza with 9mm ammo you can see screenshots of it, but the texture looked terrible unfortunately, a lot worse than the already not very good Groza-1 texture.

But for balance, maybe i will change the ammo to 9mm, but the AK mag on it will look funny

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2 things.

1. Can we make sure that line riflemen have 6/7 mags on them, as its a roughly realistic load and it means you dont run out of ammo too quickly.

2, Are you going to do any sort of British DPM? (not a request, just wondering)

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Quote[/b] ]Can we make sure that line riflemen have 6/7 mags on them, as its a roughly realistic load and it means you dont run out of ammo too quickly.

Have you tried the units ?

Quote[/b] ]Are you going to do any sort of British DPM? (not a request, just wondering)

I am working on one for some of the future corps planned.

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The MP5 dosen't seem colse to the point of aim on close to medium range of this weapon hitting way above point of aim. It seems that the SMG is zeroed at 300m which is double that of what its capable of in realife(according to wikipedia) try zeroing it at 100/150 in ofp I think the trejectory will be closer to the point of aim for MP5 ranges.

STGN

add: I set up a shooting range on desert island and shooting for center mass I was hitting my tagets in the head most of the time except very close and at a 300 where it was dead on.

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Sleeping is overrated biggrin_o.gif

Quote[/b] ]The MP5 dosen't seem colse to the point of aim on close to medium range of this weapon hitting way above point of aim. It seems that the SMG is zeroed at 300m which is double that of what its capable of in realife(according to wikipedia) try zeroing it at 100/150 in ofp I think the trejectory will be closer to the point of aim for MP5 ranges.

STGN

add: I set up a shooting range on desert island and shooting for center mass I was hitting my tagets in the head most of the time except very close and at a 300 where it was dead on.

I will look again, i could swear i have not noticed MP5 bullets going over my sight at close range.

I wonder if one of the last minutes tweaks to the config went wrong.

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What are the name of the optics. I tried to find them in the config, but I cant find where you actually configged the weapons.

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I have put the optics in the "mi" sub-folder of the ww4_wpn PBO, their name are all optic_something.p3d.

The weapons and ammos are all configured in the config.cpp of the WW4_Magazines.pbo

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I havent tried the new beta yet, but is the standard bis weapons and bis ammo replaced for default units?

Also would it be possible to add fnfal ammo to the config or is that for the future?

Great update once again smile_o.gif

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To keep easier track of what i am doing, i am adding new ammos only when i am adding weapons.

So for now in the current state there is no FNFAL ammo defined.

I will not replace BIS weapons for the replacement troops, i have already way too much work with the ww4 troops weaponry, so if someone want the ww4 weapons to replace the BIS ones, he will have to do it himself.

It is not very complicated, as it is a matter of model=... replacement, but it is more a problem to get the correct weapon, i have no M16A2 model in stock by example, i don't have a M21 either, etc...

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The MP5 needs to be rezeroed.

I finally tracked down the source of the problem, why i did not noticed what you describe with the MP5 serie : because i only tested few of them.

And in the config, not all of the MP5 are inheriting their values from the HK, and as the HK has its own 4 lines :

opticsZoomMin=...

opticsZoomMax=...

distanceZoomMin=...

distanceZoomMax=...

That combination define how a weapon is zeroed, then not all of the MP5 were zeroed the same.

The Groza weapons were in the same case too, not all were inheriting the same zero-ing, some were not correct for their sights.

Fortunately it was an easy fix, in the next beta all of the MP5 and Groza will be zeroed correctly.

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