Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

No permission to download
@Piccolo I have a suggestion to make, which could be helpful to creators which wants to have a better control of how big their projects are.
Would it be possible to add a counter besides each type on the list, like this?

1736693744764.png
If you think this could affect the performance of the tool to make this automatically like this, maybe as an option under "TOOLS > Count entities", which would display the result as a pop up only when you ask the tool to make it?
 
@Piccolo Hey buddy, I've found an issue while working on my Avengers project using this tool.
If you try to load any alternate model (the ones you use on the flying stage for example), the tool returns this error:

Traceback (most recent call last):
File "gui\main\__init__.py", line 528, in <lambda>
File "gui\main\__init__.py", line 368, in setView
File "gui\entity\__init__.py", line 915, in loadLines
File "gui\entity\__init__.py", line 780, in loadAnim
File "gui\entity\__init__.py", line 1781, in rebuildText
File "gui\entity\__init__.py", line 179, in __getitem__
IndexError: list index out of range

I dunno what is going on, as I can open it on OpenBORStats with no issue.

If you wanna see for yourself, grab my game, unpack it and try to load any of those moves - they are TYPE NONE and all the models starts with a "a_" like a_BeastNave, a_CapNave, etc. They are on the top of the list
 
Hello @Piccolo !
I just found a new bug, my friend!

The bug is that when work in a stage, the entities of type "none" are displayed inverted, as if they were using the flip.
In this attached image, you can see that the three metal doors (type NONE) are visible with the flip.

1737788948892.png
But as you can see in the game they are displayed correctly.
_0.png
 
Hello Buddy,
When you have time, can you please look into this?
Everytime I make changes (offset adjustment) to the animation, it rearranges the order of the hitflash and hitfx by itself.

For example, I had:
Code:
    hitflash Flash_Fire
    hitfx data/sounds/Silence.wav
    offset     277 300
    bbox    0000
    delay    2
    burn     1040 565 387 295  10  100 1 0 5 70
    dropv 7.0 3.0

after I made offset change, it rearranged it to:
Code:
    offset     277 300
    bbox    0000
    delay    2
    burn     1040 565 387 295  10  100 1 0 5 70
    dropv 7.0 3.0
    hitflash Flash_Fire
    hitfx data/sounds/Silence.wav

Is it possible that you can have an option to turn off the auto re-arrangement?

Thank you very much
 
Hello Buddy,
When you have time, can you please look into this?
Everytime I make changes (offset adjustment) to the animation, it rearranges the order of the hitflash and hitfx by itself.

For example, I had:
Code:
    hitflash Flash_Fire
    hitfx data/sounds/Silence.wav
    offset     277 300
    bbox    0000
    delay    2
    burn     1040 565 387 295  10  100 1 0 5 70
    dropv 7.0 3.0

after I made offset change, it rearranged it to:
Code:
    offset     277 300
    bbox    0000
    delay    2
    burn     1040 565 387 295  10  100 1 0 5 70
    dropv 7.0 3.0
    hitflash Flash_Fire
    hitfx data/sounds/Silence.wav

Is it possible that you can have an option to turn off the auto re-arrangement?

Thank you very much
Hello Bruce,
it's possible if you put "hitflash, hitfx" in ignore commands in misc section of settings.

But I wouldn't do it if I were you, because basically CMT is fixing the position of those commands, so that they are near the attack box that they are tied to internally. "hitfx" and "hitflash" are attack properties and shouldn't be put in animation header. You can of course, but it doesn't make sense and make it harder for the tool to process things.

I know somehow it has become very common in the community to put those properties in animation header, but CMT is not moving them for no reason.

Also, to all, I will handle your requests later as I don't have time to work on CMT for the moment ;)
 
I have a request to make and it's about the background color being transparent after converting one Mugen character. Is it possible to change its background color from transparent to opaque for the gif side in each image after conversion? Is it also possible to convert a Mugen character straight to png files? What I have now are these that I set. When I convert these indexed images to png, their background color becomes black

I opened one of the gifs already converted to CMT just to show you there's already opaque color on the background. But what you see looks like it's already transparent before opening.

transparent background problem.png

For the png side, I think I converted it using PalApply, but the transparent background became black after using one source image. Maybe I did it wrong?

transparent background problem png.png

Could you try to convert any Mugen character and see if it could have its background color in every image coverted only to be opaque instead of being transparent?
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.7

Some experimental new stuff in this one :

COLORED PROJECTS

- Added new "colored projects" feature that will greatly help when editing multiple projects at the same time

- As a consequence, when first loading existing projects with this new version of CMT, the app will ask you to set a name, background color and font color for this project. You can edit those properties later in project selector, by right clicking on a project.

- A new bar as been added above the...

Read the rest of this update entry...
 
Hi Piccolo. Great update so far.

I forgot to make a request of giving an output conversion for .png format from Mugen character conversion system which I should've done/requested/asked instead of my last request. But you don't have to do it now. I'm not saying you have to do it. I don't want to bother your time since you're busy with real life issues. It's only optional. (You're welcome to deny this request if you don't want to. :))

OK. What I really come here for is something I'm curious about after opening a new .txt file and starting from scratch using CMT. The animation tab is not highlighted/toggled after that and editing and saving a new .txt file which I created. I added basic codes here. I can view animation frames in both text and dual text tabs just fine. Is it because I didn't add a character in models.txt or something after opening a .txt file which started from zero?

2-21-2025 9-12-01 AM.png

I guess all I have to do for it to open it is to close the program and reopen it to go back to the project again just to see if the animation tab is allowed. (I forgot how I did it. Sorry.) But I just want to know your answer about that.
 
Last edited:
OK. What I really come here for is something I'm curious about after opening a new .txt file and starting from scratch using CMT. The animation tab is not highlighted/toggled after that and editing and saving a new .txt file which I created. I added basic codes here. I can view animation frames in both text and dual text tabs just fine. Is it because I didn't add a character in models.txt or something after opening a .txt file which started from zero?
@maxman You see the "File" right between the green "+" and the character path ? Click on it and select entity. This is automatically set if you load an entity from entities library, but not otherwise (in these cases you have to manually tell the app that it is an entity).

As for the other requests, don't worry I'll handle them later. I didn't process any request that was made here yet, the stuff I added in last update is basically stuff I needed for another project that I plugged in CMT as well because it fit well.
 
@maxman You see the "File" right between the green "+" and the character path ? Click on it and select entity. This is automatically set if you load an entity from entities library, but not otherwise (in these cases you have to manually tell the app that it is an entity).
I didn't know about that or maybe I forgot about it, but after trying it out, that solves the problem. Thank you, Piccolo. :)
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.7.1

Added minors improvements to "colored projects" feature. All these changes require at least two projects opened :



- Now pressing "F1" will switch from one filter project to the next

- In file selector, added option "open equivalent in project X" in context menu of files. This neat feature allows you to quickly open the same file in another project.

- This last feature is also accessible from the context menu of recent files bar (just above the main editor, in the center)

Read the rest of this update entry...
 
Hello @Piccolo !
I just found a new bug, my friend!

The bug is that when work in a stage, the entities of type "none" are displayed inverted, as if they were using the flip.
In this attached image, you can see that the three metal doors (type NONE) are visible with the flip.

View attachment 10078
But as you can see in the game they are displayed correctly.
View attachment 10079

I just tested version 0.7.1 and this problem still persists. :(
 
@dantedevil I just checked the code and for some reason I hardcoded this ignore for entity type "none". I think it was supposed to fix an issue actually.

@O Ilusionista do you remember what the issue was ? It was related to entity type "none" and orientation (right/left). I remember vaguely the issue you reported several months ago, and I don't want to fix dantedevil issue if it breaks the fix I did for your request.
 
@O Ilusionista do you remember what the issue was ? It was related to entity type "none" and orientation (right/left). I remember vaguely the issue you reported several months ago, and I don't want to fix dantedevil issue if it breaks the fix I did for your request.
If I am not mistaken, what I reported is what he had reported too - there was an issue with Type none facing.
edit: yep, it was the same thing ChronoCrash Modders Tools
 
If I am not mistaken, what I reported is what he had reported too - there was an issue with Type none facing.
It was this ChronoCrash Modders Tools

Can you check that the issue happens or not in last CMT versions ? (doesn't matter which one as long as it's from end of 2024 to now)

In the meantime I'll probably put the fix in some option so that people can choose with behavior they want.
 
Back
Top Bottom