Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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I downloaded the latest version (0.4.8.1), and I was working on the character editor animation mode.
I was trying to edit the offset for each frame, but I had to click on the "set offset" everytime I set the offset, even it was on the same frame.
Basically, I had to click on the "set offset" then click on the sprite then click on the "set offset" then click on the sprite, repeat until it looks.

1. Is there anyway you can add the option in the settings that allows users to persist the selection until the different selection (set Bbox, Abox, etc.. ) is chosen?
If possible, it is better to have the option where users can click and hold on the left click to drag the sprite to where they want then the tool gets the offset everytime the
dragging of the left click is finished (let go).
2. Also, I did not see the shortcut key for the "set offset", can you also add this if possible?

I hope it makes sense, thank you so much for the awesome tool!
 
I downloaded the latest version (0.4.8.1), and I was working on the character editor animation mode.
I was trying to edit the offset for each frame, but I had to click on the "set offset" everytime I set the offset, even it was on the same frame.
Basically, I had to click on the "set offset" then click on the sprite then click on the "set offset" then click on the sprite, repeat until it looks.

1. Is there anyway you can add the option in the settings that allows users to persist the selection until the different selection (set Bbox, Abox, etc.. ) is chosen?
If possible, it is better to have the option where users can click and hold on the left click to drag the sprite to where they want then the tool gets the offset everytime the
dragging of the left click is finished (let go).
2. Also, I did not see the shortcut key for the "set offset", can you also add this if possible?

I hope it makes sense, thank you so much for the awesome tool!
Yes I understood ;) Will make those buttons toggle-able with an option. Or maybe with long click or right click.
 
Oh i see that bglayer are behind the background
No, they aren't. Nothing can't get behind the background.
The bglayers are behind the PANEL (which you can't see right now because it uses the native Water command).

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@Piccolo looks like you can't click to add Range to an attack - you have to manually type the values for you to see the yellow box.
Is that right?

Also, it would be useful to be able to see the range box on the whole animation, not only on the first frame.
 
@Piccolo looks like you can't click to add Range to an attack - you have to manually type the values for you to see the yellow box.
Is that right?

Also, it would be useful to be able to see the range box on the whole animation, not only on the first frame.
I'll look into it as I will handle Bruce request which involves same widgets. I'll probably rework that part of the GUI so that the multiple "Set xxx" buttons becomes a single button with a submenu (a bit like Onion skin is right now).
 
Yeah, would be better.

Also, I got an issue: if you add a new animation and then change its name, it is still listed with the old name under the Animation tab. Even if you go to another entity.
If you change the name, the tool ignores it. You need to to manually change it on the text mode.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.4.9

Animation editor : reworked the way "Set offset", "Set attack", "Set body box", ... work.

Now :
  • all the options are in a "Set visual property" menu.
  • you can toggle and disable the "Set visual property" mode by clicking on it
  • to change the current property used, click on the arrow button on the right, it will open the menu for you to select the option you want (offset, attack, body box, range, platform)
  • inside the menu there is an option to auto-disable set visual...

Read the rest of this update entry...
 
Yeah, would be better.

Also, I got an issue: if you add a new animation and then change its name, it is still listed with the old name under the Animation tab. Even if you go to another entity.
If you change the name, the tool ignores it. You need to to manually change it on the text mode.
Or reload text file which works for me, after name change i save the file and load other char then go back to the with changed name and its all good, i think this needs to be done by the soft - auto update once changename function has been finished, it will update all the names
 
Yeah, would be better.

Also, I got an issue: if you add a new animation and then change its name, it is still listed with the old name under the Animation tab. Even if you go to another entity.
If you change the name, the tool ignores it. You need to to manually change it on the text mode.
For that you can go back to "Text" tab and the name should be automatically updated. Then go back again in "Animation" tab.

I don't know if it's a good idea to allow changing name directly in animation editor. You have to take into account that the animation name is basically its ID, so this is an information the software can't lose when passing and converting information from one view to another, or it will create a lot of problems. The only place where it's very safe to change animation name is in main "Text" tab. Because nothing is interpreted nor triggers update events in main "Text" tab.

For example, imagine if in "Animation" editor, you start to rename an animation from attack10 to attack11. For doing so you just remove the "0" at the end of attack10, before adding a 1. It means that at some point, the name becomes attack1. And if the app triggers an update whenever the name changes in entity editor, then it will overwrites all the data existing for the true "attack1" animation.

Maybe I can probably add a trick so that you have the illusion of the name being changed directly from entity editor. But honestly I'm not sure it's a good idea. I'll look into it.
 
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So block it, and maybe display info - animation name change only allowed in text editor or... if we attempt to change animation name then move us to text editor to do it there
 
So block it, and maybe display info - animation name change only allowed in text editor or... if we attempt to change animation name then move us to text editor to do it there
It's not that you can't edit it, it will be properly translated back when you go to text editor.

If for example you change attack10 to attack 20 in animation editor, yes it won't update anything as long as you stay in animation editor, but when you go back to "Text" tab it will.

So I'll look if it's possible to just display the edited name in animation selector, without actually changing the internal name. And by possible I mean if it's not going to cause some kind of trouble down the line. Then users will have the illusion that the name already changed in animation editor, even if internally nothing has changed yet.
 
Thanks, I will give it a try. Also how can I reload the whole project?
For example, If I made changes in models.txt (adding new entities), they doesn't show on the tool unless I restart it.

Also, I got another case of an entity which had its animation listed wrongly (in this case, dupliecated) while I had just one IDLE on my file.
From what I could see, CMT doesn't add any extra space between the animations, so I had two animations (IDLE and FOLLOW1) in the .txt and the tool was ignoring one them.

Maybe it would be better to add an empy line, like stats did? (see the last line)

1702066036616.png

Btw, this is way more functional:
  • all the options are in a "Set visual property" menu.
 
@bWWd to not derail the original topic, I tried to use this bat but with no luck
 
heres in bat form, it does need to download BeautifulSoup with pip to be able to parse the html , so maybe somethings off with it but i made it autodownlaod if its missing, to test whats wrong just type in "cmd" in windows where folder path is on top and you will get commandline , then just drag and drop bat file and press enter , it will show the error

Rememeber that it needs html file in the same folder cause its reading its contents, without html it wont search anything
 

Attachments

@Piccolo Hey man, tried to disable the auto backup but it seems that the option is not working, tried to restart the editor but for some reason CMT is not saving the changes. I recorded a video to show the issue.
Other options like the "tab always indent" are working correctly.

Version 0.4.10
 
@Piccolo Hey man, tried to disable the auto backup but it seems that the option is not working, tried to restart the editor but for some reason CMT is not saving the changes. I recorded a video to show the issue.
Other options like the "tab always indent" are working correctly.

Version 0.4.10
My bad I messed the property section when loading the value in the menu. The setting is properly saved, it's just not properly read in that particular menu.

It will be fixed in next release, but I won't publish the update right now as the property is otherwise working fine in the relevant part of the code. If you disabled it, it will actually be disabled. It's just the menu that reads the value incorrectly. It reads the default value ("false") even when it's actually set to "true" ;)

The property is in section [general]
To be disabled it must be : disable_auto_backup = B: True
 
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My bad I messed the property section when loading the value in the menu. The setting is properly saved, it's just not properly read in that particular menu.
Yeah, I thought that something may be wrong only in the menu but even if I disable, CMT still creates the backup files with *.1 as an extension.

1702074438441.png
 
Yeah, I thought that something may be wrong only in the menu but even if I disable, CMT still creates the backup files with *.1 as an extension.

View attachment 6065
It's because you actually re-enabled it haha

Consider that each time you click on the icon it will inverts its value, even if the menu shows the wrong value. So I guess at one point you clicked on the option while the value was disabled (but thinking it was enabled), so you re-enabled it by accident.

Click on disable again and it will be disabled. But click just once ;)

And for that one (the one that creates files with .1) , it's the "Disable basic auto-backup"

If you want to be extra sure of the actual value just check directly the settings.ini file in AppData (see here for reference ChronoCrash Modders Tools )
 
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