Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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What do you mean precisely ? Animations or sprites ?

I think I never used the feature you mention, so I don't know what you want exactly
I'll make a video showcasing the feature from OpenBORStats but I'm sure there a similar feature in CMT
 
Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 528, in notifyChange
  File "gui\entity\__init__.py", line 724, in processLines
KeyError: None

EDIT: When I try typing "animheight" in any animation, attempting to type it, but only stop at "anim" reverts to the anim idle block. It says like "anim_ALREADY_USED". CMT thinks it's an animation block when typing. You have to at least copy-paste the word "animheight", so it wouldn't think you're creating a new anim block under a certain animation. (Type it outside of CMT; copy it and then paste it over at CMT.)

animheight {alt}

  • This command sets entity's height just for this animation. It overrides 'height' (see Header Data above) if it's declared.
  • Defaults to 0 or 'height' if it's not declared.
 
Last edited:
Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 528, in notifyChange
  File "gui\entity\__init__.py", line 724, in processLines
KeyError: None

EDIT: When I try typing "animheight" in any animation, attempting to type it, but only stop at "anim" reverts to the anim idle block. It says like "anim_ALREADY_USED". CMT thinks it's an animation block when typing. You have to at least copy-paste the word "animheight", so it wouldn't think you're creating a new anim block under a certain animation. (Type it outside of CMT; copy it and then paste it over at CMT.)
yeah makes sense that it happens, I'll fix that and make sure it triggers only when there is anim + some kind of white space
 
@Piccolo I there is a weird behaviour with type none objects sometimes.

I have a stage where I use a type none elevator, with the "facing 1" setting:

name elevator_shad
type none
shadow 0
facing 1
subject_to_minz 0
subject_to_maxz 0

palette none
offscreenkill 2000

Since I am using facing 1, I don't need to use flip 1 when I call it on a level:

spawn elevator_shad
coords 128 110
at 0

This is how CMT previews it:
YwO1jGz.png


but this is how the engine diplays it:
Yxki0C8.png


IOW, CMT ignores the facing 1 in the entity header and displays the entity facing left, when it should be facing right.
If I want to preview it right, I need to check "flip" checkbox. But this will make the entity to face to the wrong direction in-game.
 
Though it's weird that flip reverse the entity in game. Isn't the purpose of "facing" to force the direction (so "flip" shouldn't affect it) ?
in fact, the "facing 1" isn't the culprit, because you have the same effect without it.

once I removed it from the header and reloaded the tool, the entity is still being displayed facing the wrong direction:
vXp2Jug.png


Probably you are handling type none the same way you treat type enemy (fliping it to the left on the stage), but in game -If I am nost mistaken - neither type NONE, PANEL or OBSTACLE aren't automatically fliped to left - only type ENEMY (dunno about NPC, haven't tested it).

IOW, only type ENEMY should be facing left (better saying, the opposite level direction) when you display the stage. The others should be facing the level direction.

Maybe this sound silly, but having a visual clue with the right direction is very important.
I know we can clearly see the entity is fliped on that case, but that is because the axis is located in on the sprite corner
X950Tc8.png


but try having something like this and you will have problems:
kfFfClp.png


Also, I've spoted a bug while working on this. Pay attention that I changed the axis to -400 and saved it.
Since the entity in on cache, the tool still displya the old axis on the stage preview.
But once I hit reload, I got an error:
Traceback (most recent call last):
File "gui\level\__init__.py", line 198, in actualizeEntities
File "gui\level\items.py", line 392, in actualizeFrame
KeyError: 'data/levels/2-militarhq/elevator_shad.gif'
yrdEgrX.png
 
Probably you are handling type none the same way you treat type enemy (fliping it to the left on the stage), but in game -If I am nost mistaken - neither type NONE, PANEL or OBSTACLE aren't automatically fliped to left - only type ENEMY (dunno about NPC, haven't tested it).
Oh yeah that's it then. In a recent update some of you requested that enemies face left, so after every spawn I changed direction to left. I'll apply this only to enemy then, and not all spawn.

I also added the code to support "facing" property will be added in next update.
 
Oh yeah that's it then. In a recent update some of you requested that enemies face left, so after every spawn I changed direction to left. I'll apply this only to enemy then, and not all spawn.
Just let me confirm this information for you. Because I made a test now and maybe I am wrong about this.
I've deleted the FACING 1 from the header, closed the tool and opened it again and looks to be okay,


no, I am right: type none is flipped wrongly. If you use type PANEL, it uses the stage direction.

edit: to make it easier to see:

the elevator is type NONE and is being displayed facing the wrong direction
the intro effect (which looks like a black pinwheel in the middle of the screen) as it is the PANEL type, it is facing the right way.
1706485619653.png
 
no, I am right: type none is flipped wrongly. If you use type PANEL, it uses the stage direction.
Not sure I understood.

type none, unlike enemy = not flipped

type PANEL, like enemy = flipped

Is that it ?

Ok I think that's it. For now I set it up that only type "none" are not automatically flipped.
 
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Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.5.15

Level Editor : Zooming (and unzooming) is now cursor centric. That means the zoom will center on the cursor point (instead of screen/absolute center). It's way more practical like that to quickly navigate where you want within the level.


Reload button (in left panel) will now also clear cache of entity models (for level editor mainly). Forgot that cache in last version.

Fixed a bug where if you press reload button (left panel) while in "opened files" mode, it would force "library" mode...

Read the rest of this update entry...
 
That is because, probably, you are using the wrong text mask. If you use Bloodbane script (mine is based on his version), your value order is different from the default one in CMT, and this is why you don't see the image.
Could someone show me which scripts this program uses and explain to me the differences with the ones we have always used? 🤔

I also wanted to know if it is really worth updating a game to use the new scripts. :(
 
Could someone show me which scripts this program uses and explain to me the differences with the ones we have always used? 🤔

I also wanted to know if it is really worth updating a game to use the new scripts. :(
It doesn't use any particular script system. That's the beauty of it, it can adapt to any system. You just have to set up the mask to match the system you use, and CMT will read/write it based on the mask provided. In CMT, see "Help" -> "Tips" -> "Binding GUI" for more information.
 
Could someone show me which scripts this program uses and explain to me the differences with the ones we have always used?
Dante, don't get me wrong, but I already posted a mini tutorial explaining how to binding work on this tool here ChronoCrash Modders Tools

I really don't want to offend you, but from the time I've known you, I know that you have a certain difficulty following tutorials and always prefer someone else to do it for you.

I saw this happen several times and even gave up on helping you. I helped this time thinking you had changed that.

Please read the post I made. I did a step-by-step guide on how to proceed, explained how it works and even made a video about it. But you need to do your part.

I speak from the heart: This behavior will never help you.
 
I think maybe I didn't explain it very well and we have a misunderstanding.
I have completely understood how to use "Binding mode", I have no problem with it.
Now I'm not asking for help on how to use the program, if you read the post I made, it doesn't say anything about it.

I was just wondering about the difference in the scripts, because I have noticed that when adjusting "position", the "float dz" works differently.
In my current script I use -1 to put it behind, but in the program 0 is used.
That's why I was asking what script version the program uses, because it is undoubtedly a different version.
That's all.
I'm not trying to solve any problem, just curious.
 
if I set -1, the binding character disappears in the program, that's why I must use 0 to put it behind so that it doesn't disappear. 🤓
Basically you should never use zero, whether in CMT or in OpenBOR. 0 means sometimes it will be in front, sometimes behind. Why ? Because if it's 0 then something else is used to know which entity should be in front of the other. And often times it's just the order in which entities are processed. The last entity processed is display in front. But it is just not safe to rely on this.
 
Thanks friend, but don't worry I've never used 0, I always used -1. 😅

But when I go to use the "Binding mode", I am forced to use 0, because if I set -1, the enemy is no longer visible.. :)

But when I get the exact position data, I copy it into the enemy's txt, replacing the 0 with -1. ;)

Thanks! 🤜🤛
 
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