Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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It will be useful because if we can have a proper visual stage editor we won't have to launch openbor like a billion times per mod.  Besides walls/platforms it would be good to get a true preview of all bglayers and better control over them.  I know some don't care about using an editor, most of the time I don't either.  But on the other hand.... if we had something like Fighter Factory for OpenBOR, it would be the only thing I'd ever use besides photoshop.

The bane of my existence sometimes is launching openbor to see minor changes just to quit back out again.  Anything that keep us in the editor is welcome.  Accurate animation timings, so they don't need to be checked in game.  Sound effects played in animations etc.  Lots of little things that could prevent us having to actually launch the mod.  Maybe it could be a fullscreen preview that simply lets you scroll around the screen.  So we can check basic things like positions etc without having to actually play though the stage.

One day  I'd really like to see an editor that's built onto openbor engine, so it's basically a DEV version.  OR and editor has a custom engine built in, so it can launch directly into the stages etc.  Even if it could just have console or something so you can reload the assets and current stage to reflect changes on the fly.  Anyhow just a pipedream. ,
 
Putting an editor in the engine isn't something that's really practical. Partially because the coding would be insane, but mostly because again, those @#&*(@ consoles everyone loves so much have to be accounted for.

But going the other way, an editor with bits of the engine, that is doable. The Aurora engine from NWN is a good example. The toolset is fantastic - you see what you get, and it integrates to the full engine perfectly. Piccalo is a brilliant dev, I'm sure he's got a few things coming that will surprise us.

DC
 
BeasTie said:
It will be useful because if we can have a proper visual stage editor we won't have to launch openbor like a billion times per mod.

If this is about stage editing, you don't have to launch Openbor again and again, the stages are loaded each time you start them, so unless you're adding a new entity, you only need to quit the stage and go back to it again.

About the update, setting Boxes now produce positive values from all angles, so that's good. The auto screen sizing in text|animation is also gone now,which is a big plus. Now all it needs is to account for Drawmethod and I think, at least for me personally, the text|animation editor will be perfect.  :D

x)
 
Which command do you use for drawmethod ?

Normally the current editor should read "drawmethod scalex 2" for example.


Next level editor update will have an advanced support for panels, background, front panel, etc. Then I'll think of some kind of engine simulation system for testing levels.
 
IIRC there is an old and a new drawmethod format.

new is like

drawmethod scalex 2
drawmethod scaley 2

EDIT : well there's several ways to set scalex and scaley, I've only included the ones mentioned in the current version.
 
Ok, I'll try it out later then.

EDIT: I copied and pasted the command just as you have it and changed the numbers around, and I've noticed no changes. I tried searching around for this kind of Drawmethod but couldn't find anything.

x)
 
It's weird it works for me. And this usage is in the manual http://dcemulation.org/?title=OpenBORManual

Arguably the best usage because it only set one property.
 
@Piccolo
Yes, certainly memory problems from me :D
re-discovered the project. Funny thing I asked for the same features 2 times :D
Still not tried the tool, but I will.
 
The old drawmethod is still supported.  Older mods at least will have it.

Here's the full info from openbor stats:

Code:
drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate} 

This command defines how current frame will be drawn. 
{scalex} is integer value, when set to 256, the frame will be drawn in original width, use different values to scale it. Negative value will flip the frame. 
{scaley} is integer value, when set to 256, the frame will be drawn in original height, use different values to scale it. Negative value will flip the frame. 
{flipx} is integer value, when set to 1, the frame will be flipped leftright. 
{flipy} is integer value, when set to 1, the frame will be flipped updown. 
{shiftx} is integer value, use to lean the sprite. Might not be quite useful, it is used by gfxshadow, just add it. 
{alpha} is integer value. 
0 = No alpha effect. 

1-6 = Alpha 1-6 

-1 = Use entity's alpha. 

{remap} is integer value. Will be overridden by {alpha}. 
0 = No remap. 

1-n = Like a map command in spawn entry, give the entity a colormap. 

-1 = Use entity's colormap. 

{fillcolor} is integer value, from 0 to 255, specify a color index in your palette. It can be used with alpha, fill current frame with this color. 
{rotate} is integer value to specify rotation angle(clockwise), from 0 to 359. If you use a value out of the range, it will be changed automatically, for example, 370 will be changed to 10, -20 will be changed to 340. 
{fliprotate} is binary value. When it is set to 1(should be only 0 or 1, not other values), the entity will change the rotate value when the direction is changed(entity's direction, if you use flipx for the frame, it is not affected), the rotate value will be 360-original, so 
This command affect all frames starting from current frame. If you want to stop it, use 'nodrawmethod' below.

 
Piccolo said:
It's weird it works for me. And this usage is in the manual http://dcemulation.org/?title=OpenBORManual

Arguably the best usage because it only set one property.
Ok, so I tried it out, I noticed no changes until I changed tabs and then went back, so I see that it works now. It would be better to have that take effect as soon as you put it in, but for now it works, and that's all I can ask for.  8)

x)
 
Noticed something else with the editor now. If I change the offset of a frame within the text half of the window, the change doesn't show in the animation side, and if I switch animations before saving the entire file, I'll come back to the changes I made being changed back to what they were before.

x)
 
You're welcome, but messing around with this again at work, I've found another issue. Using the Text|Animation tab again, I copied part of an animation so I could make small adjustments for another one and I had to switch to another animation since the frames didn't show up, but when I did, the engine crashed. It worked after I saved it beforehand, but I also switched to a different animation this time, so I'm not quick sure if it was something in the animation I was switching to or me not saving the file before switching. I may have to create the issue again to experiment.

x)
 
I'm sorry for not giving you enough elaboration as I couldn't remember how to group enemies. I looked up on BORed which you can add enemies (whether in group or not) by simply editing the level text you open.

I think you can insert entity sprites in levels like Stats has if you can't group them.

Grouping and/or waiting enemies only if there was a "Go To Spawn" option or clicking a grouped enemy if group bar exists (without "Go to Spawn" option):
Code:
wait
at 200

group 1 3
at 200

spawn Jake
coords 490 233
at 200

spawn Dug
coords 500 220
at 200

spawn Simons
coords 490 208
at 200

spawn Bred
coords -5 223
at 200

spawn Simons
coords -10 234
at 200

 
Ran into a problem. I had to check that link again for drawmethod to use FlipX. It works ingame but the frame doesn't slip in the tool, which is a problem for me because I'm using a shot and need to set the attackbox.

x)
 
O Ilusionista said:
I tried to run but it won't open anything. Just the GUI and nothing more.

What do you mean by "just the GUI" ? You need to select a mod's "data" folder.

I'll check later with a clean install to see if there's something broken.

DJGameFreakTheIguana said:
Ran into a problem. I had to check that link again for drawmethod to use FlipX. It works ingame but the frame doesn't slip in the tool, which is a problem for me because I'm using a shot and need to set the attackbox.

You mean the "offset" is wrong in the tool ?
 
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