Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Hey Piccolo, wanted to bring you up to speed on two problem I noticed with the tool.

The first one is minor, but since solving forces me to bring up OBEditor, I thought I'd get this out the way. I know I'm not the only one still using GIF or whatever makes the pink background show up, but the square in the animation screen that shows your offset should be visible at all times in order to be effective  for setting offsets correctly, but sometimes it can be hidden behind sprites to. In any case, because despite using your program for months, I never actually started fresh characters using this, just ones I had already started. I've spoken enough though, here's a screen shot.
http://www.mediafire.com/view/sag4ayx9dam6o5t/MTool.png#
It would make things simpler in the future if that offset mark were made to be visible over the sprite then being covered by it, or add a new one that does this, whatever works better, lol.

The second problem I've ran into and I deem in more important, if I've loaded a game on your tool that's on a different drive, the tool will ask me to insert that drive and if not and I hit continue or something, it just turns off on it's own. Of course, the easy fix is to just add insert that drive(in my case, it's an SD card), but what if I were to misplace, lose, damage or break said drive? I'd have no way to use your tool again, and it doesn't help that it seems to remember the paths even if I use a new copy of the app, I know this because I tried. I should mention that on my part, I forgot what drive D even was and it took me a second to realize this, but I think I explained why this could be a problem, especially if someone less knowledgeable of OpenBOR or drives were to have the same problem. There should be some way that app will only check this if the mod being opened is in a drive that isn't currently inserted, rather from the start.

I said enough, peace out.

x)
 
O Ilusionista said:
Question: its possible to add a gif export from animations? So we can export an animated gif from the current animation to show to other people?

Yes, there will be an experimental version for that in next update.

DJGameFreakTheIguana said:
Hey Piccolo, wanted to bring you up to speed on two problem I noticed with the tool.

The first one is minor, but since solving forces me to bring up OBEditor, I thought I'd get this out the way. I know I'm not the only one still using GIF or whatever makes the pink background show up, but the square in the animation screen that shows your offset should be visible at all times in order to be effective  for setting offsets correctly, but sometimes it can be hidden behind sprites to. In any case, because despite using your program for months, I never actually started fresh characters using this, just ones I had already started. I've spoken enough though, here's a screen shot.
http://www.mediafire.com/view/sag4ayx9dam6o5t/MTool.png#
It would make things simpler in the future if that offset mark were made to be visible over the sprite then being covered by it, or add a new one that does this, whatever works better, lol.

Hey DJ, indeed the offset box should always be on top, this will be fixed in next update.

The second problem I've ran into and I deem in more important, if I've loaded a game on your tool that's on a different drive, the tool will ask me to insert that drive and if not and I hit continue or something, it just turns off on it's own. Of course, the easy fix is to just add insert that drive(in my case, it's an SD card), but what if I were to misplace, lose, damage or break said drive? I'd have no way to use your tool again, and it doesn't help that it seems to remember the paths even if I use a new copy of the app, I know this because I tried. I should mention that on my part, I forgot what drive D even was and it took me a second to realize this, but I think I explained why this could be a problem, especially if someone less knowledgeable of OpenBOR or drives were to have the same problem. There should be some way that app will only check this if the mod being opened is in a drive that isn't currently inserted, rather from the start.

This I don't really understand as I mainly work on Linux and that there's no such thing as drives on it. But from what I understand the problem is :
- In CMT you set up some "X" mod that is on an external drive so that you can edit it
- Some days later the drive is not connected. But you load CMT and  it asks you for that drive without even clicking the "X" mod load button.

If that is so then there is indeed a problem and I will fix it.

Edit : Ok this has probably something to do with session loading (the preservation of opened files you were working on) which is called when CMT is started. In next update, I'll move session loading right after mod loading. If your last session was on external drive, you'd still have to change session before loading mod though, otherwise you'll have the exact same problem, just delayed.

I should probably add an option to link sessions with mods though, so that this does not happen. Right now, sessions are generic, they don't reset when you change mod. Which is handy in some cases.

This or some kind of pre-check in session loading to pass files that are not accessible.
 
Updated, with most of the minor things mentionned since last update.

As mentionned in my previous post, I added a gif export for animations. It is experimental and requires ImageMagick. On Linux it will work without further settings, but on Windows you'll have to define ImageMagick convert.exe location using Edit -> Settings -> Misc.

It should be located in something like ""C:\Program Files\ImageMagick...\convert.exe".

Then to export an animation, just use the "Export" button next to "Set Abox", "Onion skin", ...
 
I tried your new version and export works great. For windows, I had to check "install legacy utilities" to make it work. I was looking into TOOLS menu and you have some nice tricks there.

Looking for new updates with things like the Z value for boxes :)
 
Damn that was fast, lol. did a quick test and saw that the pink background no longer shows, nice touch, and of course, you set the offset market up front, good.

I also just performed a quick test on opening the tool with my SD card inserted and it still worked, which is another improvement. Things are only getting better from here man.  :D

x)
 
O Ilusionista said:
Looking for new updates with things like the Z value for boxes :)

You mean you want Z value to appear in the frame properties editor (on the right) ? Or you want the visual bbox to have some kind of 3D appearance ?

Raw z value should be supported since last update. That is if you set z value in your animation text (bbox x y w h z), the editor should not delete it.

DJGameFreakTheIguana said:
Things are only getting better from here man.  :D

Good to hear  :)
 
Piccolo said:
You mean you want Z value to appear in the frame properties editor (on the right) ? Or you want the visual bbox to have some kind of 3D appearance ?

I mean in the editor at the right

Btw, I was playing with this to open type none (weapons) versions of my chars but the animation doesn't shows up:
g1t5O7n.png


This happens with all weapons. Other entities works fine.
 
I was trying out the latest version. I encounter the problem in the text area where you gonna backspace or delete for changing a name of frame. I test another char with pcx files. However, I get a crash for backspacing or deleting text. Also, I notice a strange thing. When I indent as I place the cursor at the last part in one line, the first text indents out/off. Look at this one:

10_15_16_10_19_40_AM.gif


10_15_16_10_29_52_AM.gif
 
So I started to work on this a bit, and started building a parser that can parse :

- new and old bbox/attack syntax
- convert old to new and new to old


In the new update, the parser will only be used in Animation view, but the way I wrote it one will be able to convert back and forth a whole mod to old/new syntax in a click.

Testing version coming soon.

EDIT : Note to myself, add an expand/collapse button to compress bbox/attack text blocks.
 
Here's an experimental build for testing purposes.

Note that I did not integrate all commands yet. Will do that later.

But things like hitflash, hitfx, dropv are supported

You can tell the tool if you want to work with Legacy Mod (old commands) by checking the quick option in the main menubar.

As I mentionned earlier, my goal is to provide a parser that can transparently process both types of syntax (legacy/new), and convert back and forth without messing things up. As of now, it probably won't be the case with things like hitfx and hitflash declared on top of animations, but it should be easily fixed in the future.

Make sure to use this version on a copy of your mods.
 
Hey Piccolo, I gave a try at the new version and I have something to report:

1- I can't undertand why, but many of my weapons doesn't shows the sprites in the animation panel
a4z89CE.png

Can I send you the files so you can check it?

2- BLAST box doesn't shows up in the right panel (just if you change for ATTACK)
eW1xjYY.png

 
I tried the recent one. I just got a problem with opening attack box. Every time I open/touch the + for attack box, it crashes when I'm on animation mode. Is it because the separated values have not been made similar to bbox with separate parameters or something? Bbox works, but not attackbox.

 
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