Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.8

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Change log

- Adjusted some bright colors in Dark theme
- Fixed a bug in Windows where current session would not be saved properly when closing app
- Added a tab widget to the right of level editor to improve practicality
- Initial support for "fglayer" in level editor. Only support "path" and "z" parameters as of now. Unless someone send me precise things that they want to be supported (with example) I probably won't add anything to the level editor.
Changelog :

- Added option "Options => Force transparency". I don't recommend it as it will slow down the app a bit, but if you have sprites whose transparency is not normally recognized, it will probably help. Note that the change of this setting doesn't affect sprites that are already loaded. So you better restart the app to not be confused. (@NED )
- Added offline binding tutorial in "Help-> Tips" dialog.

Also includes all the fixes and requests from :

ChronoCrash Modders Tools (@Kratus )

and

ChronoCrash Modders Tools (@NED )
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There it is, I just finished cooking the first version of the binding GUI, which will be useful in particular for those who want to setup grab animations.

The binding GUI is integrated in the existing entity editor, and includes very useful features such as drag'n'drop positioning with the mouse, real time preview, changing bind entity on the fly, changing animation on the fly, automatic and fully customizable read /write (import/export) from your animations, and more. I'll write more about this GUI in a later post.

Other changes in this update :

- Animation filtering now works on animations' OpenBOR ID ("attack4", "fall3", ...) and animations' personal label (the comment to the right of the ID).
- Also added a keyboard shortcut to quickly focus on filtering animations : "F3"
- Fixed a bug where last session was sometimes lost after closing the app
- Fixed a rendering bug where add/remove buttons in frame properties were mixed together
Added a prompt to automatically delete settings in some cases where said settings are corrupted.

If you used some of the last revisions on Windows, maybe you can no longer open the app. It is because of corrupted settings (due to a bug with the new cache feature in Windows).

With this new version, the app will try to detect corrupted settings, and if it does, it will ask you if you want to delete them (so you don't have to do it manually). Then you just have to restart the app and it should start normally (but without your previous settings though).
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Fixed the two bugs mentioned here :
ChronoCrash Modders Tools (@Kratus )
Changelog

[VISUAL LEVEL EDITOR]

- You can now let entities play their idle animation in the level editor, to simulate the engine running. Not really useful indeed, but it paves the way for visualizing useful stuff in the future (setting up cool animated intros/scenes with multiple entities, setting up complex grab animations, and so on). There is a button "play" in the upper left corner to toggle animations. It's on by default but if you want it off by default just uncheck "Options => Level Editor / Auto-play on Load".

- Spawn altitude ("y") is now supported. To accommodate that, entities now have a shadow ring under them. The shadow ring stays on the ground (@maxman )

- When you select an entity, you can now edit some of its properties on the right panel (note that as a safe measure selecting an entity automatically pause the animations)



[OTHER]

- Minor fix : entity icon in header will be resized if too big

- Levels will no longer be displayed multiple times if present in multiple branches (@Bruce )



Also encompass those changes : ChronoCrash Modders Tools (@Kratus )
The latest release package was missing some files that prevented the software to start properly. They are now included.
- Entities will now show up in level editor even when their spawn point is not formatted the same way as in models.txt (now "Joe" = "joe" = "JOE"). This previously caused some users to report that all entities were not loaded (@Bruce ).
- Level editor will now warn you if a spawn point has no "coords" or "at" set (@maxman )
- Added a cache so that loading a large project (with lots of entities) will now be significantly faster after the first time you load it
Just rolling the few fixes of the past two weeks.
Fixed the bug reported by @maxman here : ChronoCrash Modders Tools

BTW : The bug was not due to the script in the animation, but to the platform within the animation. Same family of bugs as the last (due to an update in the underlying libraries).
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