Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.8

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- Level Editor : added "Show by group" button, next to "Tint by group". This button allows you to filter which group is visible, and will hide all others @O Ilusionista



- Level Editor : fixed bug where entity offset and shadow could be wrongly placed when using "update" button after having changed "altitude"



- Library Panel : reload button will now also clear all caches @bWWd
- Level Editor : shadows and offsets checkboxes now also supported by "hide checkboxes will now retain states between switch from level to text and back to level again".


- Level Editor : in "entity form" (when you select an entity) you can now view and edit "map" property and drop items properties (item, 2pitem, 3pitem, 4pitem).

@O Ilusionista
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- Added a system to check if current file was modified outside of CMT after it was opened in CMT (for now only triggered in main text editor). This is useful only if you open the same file both in CMT and in an external editor.



- In last revision "sound" command processing was added, but if parameter was empty (like when you start writing "sound ", it triggered a crash). It's now fixed.



- Level Editor : finished ability to copy paste / entity. Be aware though that new entities will be added at the end of level file, so you might want to move the block of these pasted entities in text view.



- Level Editor : hide checkboxes will now retain states between switch from level to text and back to level again.
- "flipx" now not only flip sprite, but also xOffset (@O Ilusionista after doing some tests, I think that's what the engine does, not sure but you can check)

- Added an option to preview "sound" in "Anim" tab. You need to toggle it (it's next to export gif feature) @O Ilusionista

- Export gif : name of exported gif now defaults to "entityName_animationName.gif" @bWWd
- Export to GIF feature will now use applied palette @DCurrent
-All act palettes should now work (hopefully)
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Added initial support for ACT palettes @DCurrent

Though it's probably not going to work with every act files. For now the code used to read ACT does work with DC files, but not Ilu. The format doesn't seem all standardized so I'll see if it's easy to make the code adapts.
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MAIN

Added full support for palettes, in "Anim" editor (all parts, including binding and overlay entities), and "Level" editor (map property) @DCurrent

In animation editor you can change the palette of main entity using the "Palette" list above the current sprite.

For bindings and overlay, it's right under the animation selector.


For ".act" palette support I'll need someone to send me samples (sprite + act for alternate palette) to make sure it works too. For now I just made sure it works with png/gif. If "act" can be read with the same image code then it might work as well, but I wouldn't count on it.


OTHER
Added in-app instructions button in "Prepare PAK" tool.
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LEVEL EDITOR

- Added support for "flip" (direction property)
- Group tinting : fixed looping bug where color loop started on 8th group instead of 7th (the 7th group would get the same color as the 6th)



OTHER

Fixed Tools -> Tool Dialog -> Prepare PAK. Use this tool if you want to create a copy of your chars folder that includes only the files referenced in txt files. Useful to create a trimmed version of chars folder for release, and reduce size of PAK.
LEVEL EDITOR

You can now customize group tint colors in : Edit -> Settings -> Level -> Groups Tint Colors @bWWd



ANIMATION EDITOR

Preview for "move" command will now adjust based on frame jump. For example if you read the animation forward normally, frame jump is "1". If you skip one frame forward, frame jump is 2. If you go back one frame, frame jump is -1. And so on. Effective move was computed as current move value, as if frame jump was always 1. Now it's computed as current move value * frame jump. So concretely if you go from frame n to frame n-1, the move will go backward. @Kratus



Still, jumping frame won't read the animation backward to change current move value if "move" command is not defined on jumped frame, nor it will reset move value if a "move" command is not set on selected frame (or if it's not frame 0, as frame 0 automatically resets move value to 0).
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Animation editor : added preview support for "move" command. The entity will now move "x" pixels according to move command setting in animation text content @Kratus



LEVEL EDITOR :

In bar above level, added three buttons :

- Prev wait / Next wait : will move screen (red frame) from one wait to the next

- Tint by groups : toggle button that will tint entities based on their group. Useful to quickly view which entities belong to which group. Note that if you have more than 6 groups defined, the tinting will start looping colors.

@bWWd @O Ilusionista
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