Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

No permission to download
it was already pretty trimmed and clean from the start
Thanks! I always worry about optimizing my projects (including its size). Probably what he found the most are characters that I haven't programmed yet, but they will appear in the game and that's why they are in the folders.
 
Thanks! I always worry about optimizing my projects (including its size). Probably what he found the most are characters that I haven't programmed yet, but they will appear in the game and that's why they are in the folders.
Yep. I also tested on an earlier version you sent me, and it went from ~ 130mo to ~36mo. Pretty huge difference but probably due to what you mentioned (entities that will appear later in dev)
 
@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?)

View attachment 5642

Is there a tutorial to use the "throw (bind) preview"? 🤔
I have tried to use it, but when selecting the enemy and then the animation, I can never see it like in the image. 😔
I think it would be very useful if there were some video tutorials to be able to use the more advanced features like this, since it is quite confusing. 😅
Currently I only use this program to create walls and holes in the stages, since I could never understand much how it works. 🤓
In the past I used OpenBor Editor 1.5.9, which has a friendlier interface for editing levels. 🙂
I tried to do that with this program, but I never could, I don't know if it's because it doesn't work, or because I simply don't know how to use it. :cautious:
Thanks!
 
Is there a tutorial to use the "throw (bind) preview"? 🤔
I have tried to use it, but when selecting the enemy and then the animation, I can never see it like in the image. 😔
I think it would be very useful if there were some video tutorials to be able to use the more advanced features like this, since it is quite confusing. 😅
Currently I only use this program to create walls and holes in the stages, since I could never understand much how it works. 🤓
In the past I used OpenBor Editor 1.5.9, which has a friendlier interface for editing levels. 🙂
I tried to do that with this program, but I never could, I don't know if it's because it doesn't work, or because I simply don't know how to use it. :cautious:
Thanks!
There's a text tutorial in "Help" -> "Tools" -> "Binding GUI"
Personally, I don't have time to do video tutorials.

As for the complexity, obviously I'm biased but I don't think it's really that much complicated than "OpenBOR stats "and "OBEditor", just different.

You just have to try and experiment. The fact that you didn't make the binding GUI works tell me that you did not try hard ;)

All you have to do for the binding GUI to work is :
- Click "Bindings" obviously
- Click "show Entity"
- Click the green "+" next to "Binding settings" to create default binding settings.

And that's it, the new entity will be shown relative the main entity. Takes three clicks and 5 seconds :p
 
Thanks for the quick response my friend, I had never seen that tutorial. 🫤
Honestly, I tried the GUI binding several times, but it never occurred to me to press the + symbol.😩
About the other programs, I never used "OpenBOR stats" because it was also difficult for me to understand. 😑
Your program is undoubtedly the best and I want to congratulate you for your work, it is really great.
Is there any other tutorial besides "Binding GUI"? 🤔
I'm especially interested in understanding how to use the level editor. 😁
Thanks again!
 
I don't think there are tutorials for level editor. But right now consider it more of a "preview level" than really "level editor".

The main purpose of the "Level" tab is to preview levels. To get an idea of what you set up in text content (layers, entities positioning, ...) will look like in engine.

You can still edit some parts, like moving entities, moving walls, and such, but you cannot really add/create new stuff, just edit what is already put in the text content of the level.

So it's more of a tool to adjust things, than a tool to really create things.

So the goal is not to stay in "level" and do all the work, but switch between "text" tab and "level" tab, to adjust things in "Text" tab and see if the adjustments look correct in "Level" tab.

Currently there's no plan to make it a full visual editor, where you never need to go edit text content of level to create everything, can drag and drop everything and so on, ... And I think it's better that way ; new users will never understand how OpenBOR levels work if they never have to read/write anything. I mean for example you cannot see what entity the engine will read first just visually. Whether by reading "text", you can : it's the entity whose lines come first.
 
I have tried to use it, but when selecting the enemy and then the animation, I can never see it like in the image. 😔
That is because, probably, you are using the wrong text mask. If you use Bloodbane script (mine is based on his version), your value order is different from the default one in CMT, and this is why you don't see the image.

Let me show you how it works:

1- Go to Binding tab and paste this in "text mask"

Code:
@cmd position {frame} {x} {y} {z} {direction}

2 - Choose the entity you want to display, which animation from that entity you want to use and hit "show entity"

I've recorded a quick video showing how I do it (I am using my custom method to make the grabbed animation, as it make the whole process way easier)

It's very easy to do :)
(I should make a full video tutorial someday)
PS: the tool isn't slow to display the target entity - its my external drive which is slow and that was the first time I've opened the tool today.
In the past I used OpenBor Editor 1.5.9, which has a friendlier interface for editing levels. 🙂
They are almost the same, and you have more useful options in CMT than you had in OpenBOR Editor (which I used too).

There are only few things you cannot do or you have to do on a different way:

1 - To drag an entity by it's shadow in OBE moves the entity up and down in Z axis, while to drag the character by it's body moves it up and down in Y axis. In CMT, if you drag the entity you will drag it up and down in Z axis, but you can change the Y in the right menu

2 - OBE had a mark which shows where the P1, P2, P3 and P4 will spawn on the stage, but CMT don't have it - @Piccolo this could be an idea to add
1703165066631.png

3 - in OBE, you can add new entities right from the visual editor, while in CMT you don't (but you can copy and paste entities in visual editor). To be honest, doing this in OBE wasn't great because we need to take care about the WAIT/GROUP

Maybe you are missing some options from OBE, like stage declaration, properties:
1703165158787.png

and stage properties
1703165203510.png

But I am pretty sure if we guide Piccolo he could add it on CMT too :)

And compare how both tools display the same stage and how easier is to see stuff in CMT

OBE
G6qbXGA.png


CMT
lbYGuK5.png


in CMT, we can have the entities tinted by their group, we can see the minz and max z (the orange and purple lines), we can preview the HUD,
we can scroll the stages in the preview too:

In short - it's a more complete tool :)
 
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Wow! 🤩
Thank you for that detailed explanation my dear friend! 😁
Now I have a much clearer perspective of how it works.
I was now able to correctly use the "throw (bind) preview". 👍
Now I'm going to see how the Level editor works, bathing myself in your explanations. ☺️
Thanks buddy! 🤝

PS: Those stages of the images you have shared look spectacular! 👊
 
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@Piccolo,

This may be my being blind, but I don't see a way to select the model's palette for animation preview window. If there isn't one, this would be a nice feature to have, especially if you use smart palettes (and being able to toggle it off to see the image's own palette as it does at the moment would be useful too).

1703170254543.png

Related to that, any chance of implementing the same thing for the binding preview as well? The main use is when you are binding to assemble meta sprites (ex. alternate clothing, headswaps, etc.). FYI, the engine supports either image or .act files for palette and alternatepal.

1703170018358.png

I apologize if this is already in place and I didn't RTFM close enough. Thanks a ton for all the amazing work you've done!

DC
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.5.10

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...

Read the rest of this update entry...
 
I've tested the palette preview (using .gif) and it works :)

Animation
oQiGsMo.png

Y8V1tdG.png


Level
EKT5cva.png


About the .ACT, here is an example (I remember there was some issue with the colors in some port, but I can't remember which one)
 

Attachments

@Piccolo,

Here are sample sprites for testing .act support. The first is with working palette (I call it "base"), the second is with default in game palette applied. I've attached the base and in game .act files. The model text is same for .act or an image, you just supply the target file as usual.

Code:
palette data/chars/valis_yuan/valis_default_0.act

idle_5.pngidle_5-pal-applied.png

HTH,
DC
 

Attachments

@Piccolo Man, thanks a lot for the update you did in the "move" command, the "frame -1 / frame +1" helps too much because I can compare next/previous frames constantly in its original position to check the alignment. The full backward would be amazing but for now it does the job very well :)

 
@Piccolo,

Here are sample sprites for testing .act support. The first is with working palette (I call it "base"), the second is with default in game palette applied. I've attached the base and in game .act files. The model text is same for .act or an image, you just supply the target file as usual.

Code:
palette data/chars/valis_yuan/valis_default_0.act

View attachment 6294View attachment 6296

HTH,
DC

@Piccolo,

Follow up to this. I just tested using .act files, and it throws a general error.

Traceback (most recent call last):

File "gui\entity\__init__.py", line 533, in changePalette

File "gui\util.py", line 229, in loadSprite

File "PIL\Image.py", line 3283, in open

PIL.UnidentifiedImageError: cannot identify image file 'C:/Users/dc/OneDrive - University of Kentucky/personal/openbor/modules/qoq\\data/Chars/valis_yuan/valis_default_0.act'

Using image files work great, except once you apply a palette, there doesn't appear to be a way to go back to viewing the sprites with their base palette. Oddly enough though, when you export, the animation.gif is still using base palette.

DC
 
generate paths thingy in text editor creates multiple paths to the same file instead of generating increments of frames from 0 -10 for example
 
generate paths thingy in text editor creates multiple paths to the same file instead of generating increments of frames from 0 -10 for example
No, you need to use a mask. For example

frame data/chars/joe-attack{frame}.png

the "{frame}" will be replaced by the numbers.
 
Using image files work great, except once you apply a palette, there doesn't appear to be a way to go back to viewing the sprites with their base palette. Oddly enough though, when you export, the animation.gif is still using base palette.
I added an option "None" to revert to images without palette applied. For the export to gif with palette, I'll do that later the code for that is pretty isolated.
 
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