Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

No permission to download
@Piccolo Man, in the v0.5.9 if I press F5 to reload sprites it returns an error, the same happened in the v0.5.7.2 (the one I was using before updating to the latest).

1702946654523.png

EDIT: If I change to a sprite that contains the "move" command and then return to the previous one, it will constantly move even if the previous sprite doesn't have a "move" command.

 
Last edited:
Something I noticed: I've dragged one wall accidentally in visual mode. But CTRL_Z don't undo the move, even in text editor.
I had to close the tool and open it again.
Yeah right now there not history support for that. Will have to add that later. Right now you don't have too close the whole tool, just refresh the file (F5 in text editor) or close the file and reopen it.
 
Man, in the v0.5.9 if I press F5 to reload sprites it returns an error, the same happened in the v0.5.7.2 (the one I was using before updating to the latest).
That's not an error it was a debug shortcut when I was debugging the issue Ilu add. Forgot to disable it and revert to what it was lol
 
EDIT: If I change to a sprite that contains the "move" command and then return to the previous one, it will constantly move even if the previous sprite doesn't have a "move" command.
Yeah it's normal it's read as the engine would read the animation from frame 0 and going forward it maintains whatever was set before. That doesn't work in reverse. So if you manually go back to a frame it won't reset move parameter automatically. What will reset the move parameter is setting move again or restart the whole animation, as it is in the engine.

So for now just go to frame 0 and the move will be disabled. I'll see if it can be handled otherwise but without a toggle I'm really not sure. I can't reset it whenever user change frame because then move will be disabled when it shouldn't. The only possibility without a toggle seems, at each frame, to read the whole animation backward to check if and when a move was set, but honestly doesn't seem worth it to me.
 
Last edited:
That's not an error it was a debug shortcut when I was debugging the issue Ilu add. Forgot to disable it and revert to what it was lol
Thanks man :)

So for now just go to frame 0 and the move will be disabled. I'll see if it can be handled otherwise but without a toggle I'm really not sure.
Thanks, for now the new addition will certainly help because now we can see the move command in action. In future updates if you could add the reversion same as the Obeditor it will be amazing. But don't worry, it's not too critical and you already are doing a great job with CMT.
 
The tint and move to group is making the level desing much clearer now, is it possible to edit hue of the tints ? The reason i ask is i would like to know which ones are after and which ones are before, id like to start from yellow to orange to red , purple,blue ,green,yellow in that order because its natural order of the hues and will give nice indication what group is where, currently i see magenta tints next to light blue ones and its a bit confusing until i click them.
And it would be great if red box would change tint to the one its spawned entities have when we move to its group, so instead of red it would take on current group color.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.5.9.1

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...

Read the rest of this update entry...
 
I think the code for looping tint colors after last one to start from 1st one isnt working but other than that it works great and i can clearly see what i s what.
 
Yeah it's normal it's read as the engine would read the animation from frame 0 and going forward it maintains whatever was set before. That doesn't work in reverse. So if you manually go back to a frame it won't reset move parameter automatically.
Yeah I saw this happening and found weird that if put "move 0" the entity doesn't come back to the original position. But as you said, this is how it works in-game, so it's okay.

A little question: it would be possible to make the stage editor to get the flip value from the entity and use it accordingly?
It could be cool to be able to see entities with "flip 1" to be displayed facing the other direction

spawn Cheer
coords 700 187
flip 1
item coin
at 620

Also, the entities are displayed facing the wrong direction - dunno if this works differently on stages with "direction left", but for the normal ones, entities are spawned facing left, not right:
1703012119394.png
 
Last edited:
Yep I'll add flip support soon. The funny thing is that it's kinda already there. If you press "F7" key in level editor, you'll see that all entities will flip direction.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.5.9.2

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.

Read the rest of this update entry...
 
Hey buddy, I tried the new Prepare Pak tool and I got an error
Txk26G6.png


But the file is there and I even can open it in CMT:
qlerOPD.png
 
Hey buddy, I tried the new Prepare Pak tool and I got an error
Txk26G6.png


But the file is there and I even can open it in CMT:
qlerOPD.png
Did you send me the mod you're testing this on ? So I can see where the issue comes from. I know the tool will give you this message if the file is not actually there but it should work if it's there
 
Weird just tested it works perfectly for me. Maybe it's an issue with path recognition. I tested on windows emulator (wine), I'll test on real windows to see if its the case.
I've tried it on another project, and same result. It's always the very first entry in the models.txt
 
I've tried it on another project, and same result. It's always the very first entry in the models.txt
Tested it on real windows, works too. Can you send me in PM the absolute path of your project, and a screenshot of the two inputs value in the "prepare PAK" window.
 
Some clarifications for the "prepake PAK" tool

The tools asks you to set two folders : workbase chars folder, and publish chars folder.

The two folders (workbase and publish) must be different.

Workbase folder should be the path folder of your private dev chars folder (this one can't be empty, and must exists).

And publish folder should be the path folder of the public "release" chars folder, the one you will use to build the pak that you will upload (this folder can be empty, and will be created if it doesn't exist).

The purpose of the tool is to create a copy of your private dev chars folder that includes only the files referenced in txt files, so that you can have a lot of unused material/stuff in your private dev chars folder, and they won't be copied in the "release" version. Useful to create a trimmed version of chars folder for release, and reduce size of PAK.



So for example, the paths should be something like C:/project path/data/chars for workbase folder
and C:/project path/release/data/chars for publish folder

It won't work if you use the same folders as one serves as the basis of the other.

Also, note that it's not the data path that must but set, but data/chars

For now this tool only works on chars folder.
 
Thanks for the explanation.
I've made it to work - I realized that you need to selec the CHARS folder, not the data one.

Results from my test:
- Original: 9831 files, 70.8mb
- Optimized: 7399 files, 58.8mb

I haven't tested the optimized version yet though.
 
Thanks for the explanation.
I've made it to work - I realized that you need to selec the CHARS folder, not the data one.

Results from my test:


I haven't tested the optimized version yet though.

Yeah I saw when I tested on your mod, it was already pretty trimmed and clean from the start so the difference is negligible. Tested on a lot of other mods and the difference is huge. Like sometimes the size is divided by three.
 
Back
Top Bottom