Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Amazing aplication.
I tried this program in version 0.2 and eventually abandoned it. I'm back after a while, and the new version looks more manageable and I was finally able to leave OpenborStats, which is terribly slow and buggy and the level support is very limited.
I have a question. Is it possible to draw the boxes and offsets with the mouse, like in openborstats? How?
 
By the way, in scrollx on levels, this error message appears although it should not be according to scrollx's instructions on the wiki:

Code:
Problem at line 852 : orphan "at", skipped.

Problem at line 858 : orphan "at", skipped.
Etc.
It does not affect the functionality, it is just a message
 
@Piccolo day after day, this tool is making me forget the openBorStats :)

I was using the throw (bind) preview and it works like a charm! I remember you already said how but I can't find it so sorry to ask again, but how I copy the bind settings and output it to "text mask", so I can copy to the character text file? (or if there is a way to add it autotically?)

1699368876708.png


Also, I have a suggestion: it would be possible to have the tool to display the mouse position (taking the image axis as a base, so it would display the distance from the axis cross to where our mouse pointer is) when we hover the mouse over the sprite?

Take a look how fighter factory does (my mouse was placed over her hand)
1699369040200.png

This could speed up the process when we want to know the position to spawn something
 

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I have a question. Is it possible to draw the boxes and offsets with the mouse, like in openborstats? How?
Yes you can, at the top of the frame view (where the sprite is displayed), you have buttons like "Set attack box", "set body box". When you click on these buttons, you can then use your mouse to draw a box ;)
 
I was using the throw (bind) preview and it works like a charm! I remember you already said how but I can't find it so sorry to ask again, but how I copy the bind settings and output it to "text mask", so I can copy to the character text file? (or if there is a way to add it autotically?)
In CMT go to "Help" -> "Tips" -> "Binding GUI" and then check the two advanced sections (if your system is simple enough, then the first advanced section will do, and it's pretty quick and simple to set up).
And yes if you set everything properly you'll have nothing to copy/paste, the commands will be added automatically :)
 
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Also, I have a suggestion: it would be possible to have the tool to display the mouse position (taking the image axis as a base, so it would display the distance from the axis cross to where our mouse pointer is) when we hover the mouse over the sprite?
Yeah actually CMT does exactly that in Level Editor, so it will be easy to add it to Animation Editor ;)
 
By the way, in scrollx on levels, this error message appears although it should not be according to scrollx's instructions on the wiki:

Code:
Problem at line 852 : orphan "at", skipped.

Problem at line 858 : orphan "at", skipped.
Etc.
It does not affect the functionality, it is just a message
Thanks for the report. Yeah it was missing from the list of commands that can be matched with at (like "music", "light" and "shadowopacity").
 
I have a very basic question on the usage of the program:

1. Everytime I move the cursor to the right of the screen, it slide close the file selection area and the animation list automatically, when I move the cursor to the left area of the screen it appears again. How can I avoid this? I want those two columns to be visible all the time, the screen movement makes me a little dizzy.

2. While checking animations, I change some values manually in notepad++, how can I reload the entity on CMT? I found that if I go to other tag and then again click on "entities" to then double click in the changed antity, the program will show the changes in place, IOW will reload the entity, but to avoid the extra steps I'd like to see if it's possible a reload button.
EDIT: I have to close/open the program to see the changes.

I'm trying to switch from openborstats to CMT :)
 
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Everytime I move the cursor to the right of the screen, it slide close the file selection area and the animation list automatically, when I move the cursor to the left area of the screen it appears again. How can I avoid this? I want those two columns to be visible all the time, the screen movement makes me a little dizzy.
"Options" -> Uncheck "Auto-collapse" ;)
 
While checking animations, I change some values manually in notepad++, how can I reload the entity on CMT? I found that if I go to other tag and then again click on "entities" to then double click in the changed antity, the program will show the changes in place, IOW will reload the entity, but to avoid the extra steps I'd like to see if it's possible a reload button.
Switch from "Animation" to "Text", and press "F5". It will give you a prompt to reload the file. Then you can switch back again to "animation".

I don't allow to reload directly in "Animation" editor because there is a high risk of messing things, so this would need extra coding to ensure nothing is messed up.
 
Buddy, two more questions:

1- Stats has a very handy tip which shows some info about the command we are adding (on my example, jumpframe)
1699373715440.png

Would it be possible to add such thing on CMT?
It could be either on a panel like this (bottom left):
1699373775283.png

Or as a tool tip when you hover the mouse over the function name.
This could be very useful, specially for newcomers.

2- I see a "label" on the animation list, how it works? I tried to add comments on the animation or double clicking it, but nothing works.
 
1- Stats has a very handy tip which shows some info about the command we are adding (on my example, jumpframe)
Yeah but I would need someone to give me the manual data properly formatted.

Like this :

Code:
{
'command1' : 'description of command1',
'command2' : 'description of command2',
...


}
 
Here's an example :
ah, I have to reload the file - even saving it didn't displayed the label. When I switched to another model and returned to the previous one, I was able to see it.
This is so handy!

Yeah but I would need someone to give me the manual data properly formatted.
I can help you with that!
but how it would work? Because stats display the whole info about it (specially if you double click it)
1699374398078.png
 
Switch from "Animation" to "Text", and press "F5". It will give you a prompt to reload the file. Then you can switch back again to "animation".

I don't allow to reload directly in "Animation" editor because there is a high risk of messing things, so this would need extra coding to ensure nothing is messed up.
Thanks!!
however I still have a little problem. I did the F5 and worked, it shows the change I did, but only in the image list at the lower part of the screen, but still show the previous image where the animation plays:
The image that didn't display, is the one at 0:22

 
ah, I have to reload the file - even saving it didn't displayed the label. When I switched to another model and returned to the previous one, I was able to see it.
This is so handy!
Yeah forgot to mention that these labels are picked up when the file is loaded.


I can help you with that!
but how it would work? Because stats display the whole info about it (specially if you double click it)
Well however you want. If you want the same as stats, then it's exactly as I told in previous post, just that the description will have multiple lines.

Code:
{
'command1' : 'description of command1',
'command2' : 'description of command2',
'command3' : '''description of command3 that goes on multiple lines.

This is line 2

End of description of command3''',

'command4' : 'description of command 4'


}

As you can see in this example, when the description is multi-lines I start and end the description with ''' instead of only '. But it doesn't really matter if you forget that and just use ', because I can fix that later with a simple script. You can also use ''' everywhere, even for single description.
 
Thanks!!
however I still have a little problem. I did the F5 and worked, it shows the change I did, but only in the image list at the lower part of the screen, but still show the previous image where the animation plays:
The image that didn't display, is the one at 0:22

The video is still processing as I write this, but to me this is something else entirely than just modifying the text files. It's modifying sprites or path of sprites. And those are cached so it's normal that they are not updated if you just reload the model txt.

But you can still reload them, with another way : in animation editor, above the sprite view, and to the right you have a button "Reload sprites" that can do exactly that. (If your screen is too small the button might not be directly visible, just click on the ">>" on the right and it will show up)

You can also press "F5" (but in "Animation" editor, and not "Text" editor) and it will reload sprites the same way as if you clicked the button "Reload sprites".
 
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