Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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The one line method is legacy and won't be supported with any new development, features, or bug fixes. It makes sense if the tool does not support it.

Also, Piccolo has been absent from the community for quite some time and presumably abandoned this project. I'd like to be proven wrong but I doubt you'll see any new developments for it at all.

DC
 
kimono said:
Hi, I use often ChronoCrash Modder Tool and I want to know if there is an option to write the anim bbox and hitbox with only one line.
An example:
bbox.position.x 14
bbox.position.y 3
bbox.size.x 13
bbox.size.y 77

I wish to use it like this -> bbox 14 3 17 77
Thank for your answer :)

Just go to Options and checkmark that Legacy Mode.
 
Damon Caskey said:
The one line method is legacy and won't be supported with any new development, features, or bug fixes. It makes sense if the tool does not support it.

Also, Piccolo has been absent from the community for quite some time and presumably abandoned this project. I'd like to be proven wrong but I doubt you'll see any new developments for it at all.

DC

Hey guys,

Yeah very very busy  so won't be able to provide any new development at the moment.

As maxman said, legacy commands are already supported through an option.
 
Is the experimental build "stable" ? does it delete files or something if it crashes?
 
maxman: I will try the legacy command, thank you for the tip!
Piccolo: Hi Poccolo and thanks for this software, I use it a lot for my characters, it's a good modding tool, if you can just fix some crashes when you've got time, it would be awesome.

 
Piccolo: Hi, I dont know if it's possible to correct this small bug:
Code:
hitflash
is replaced automatically by
Code:
attackNone 0 0 0 0 0 0 0 0 0 0
and when I wrote hitflash, the software crashes.
 
Hello.
Piccolo. Do you have any plans to update this mod by releasing the source?
Of course, I don't have the ability to participate. However, if there are various modes, it will be helpful to multiple users. I also mentioned it for the purpose of using it.
 
Hi, this is a small tutorial about how I use holes, walls and basemap in the  ChronoCrash Modders Tools visual editor.
basemap {xpos} {zpos} {xsize} {zsize} {amin} {amax}

    Creates a 4-sided invisible ramp at the specified point. OpenBoR won't draw a ramp or anything there. If you want ramp to be visible, use panels or entity. (4287+)
    {xpos} {zpos} works like wall or holes
    {xsize} defines the ramp width
    {zsize} defines the ramp size (or wide) in z axis
    {amin} defines the lowest height while {amax} defines the highest height
Steve Craft: You can create a basic
Code:
basemap 50 50 50 50 50 50
in your level.txt and modify it in the editor.
I use the following graphics for these basemaps:
tCeXWY6.png

KkC78fr.png

I set, after some trials and errors, the basemap like this:
O1TUwNo.png

I set a large floor for first and second etage, separated by some walls, but the transition is a bit complicated.
Code:
z			205 444
file		data/levels/Military.txt		#Basemap tutorial
https://www.youtube.com/watch?v=Y9PYI2QyjuI
Here's a link for testing this basemap (military set):
https://drive.google.com/file/d/1w5xr_2eqBgRuK2s0TFET7wOiGScjb5dF/view?usp=sharing

Maybye there is a better way (upper platform?) to make a transition between first and second floor linked by a basemap?
 
Thanks Kimono, I'll look into it later!

And it's promising seing Axel in such a level ! But I think the stairs needs depth since it's not a 2D level.
 
16-bit Fighter: Thanks, I enlarge the stairs and updated the demo with a big wall that mades the second floor. Sometimes, the player falls behind this wall or get trapped into it.
I'll be grateful if someone can take a look at this :).
 
Hey Piccolo i've tested the Chronocrash Modders Tools and it looks pretty practical, i love the interface and functions.

QUESTIONS:

- Why is the "Export" gif option not working?

- Is the program safe? You said we should NOT test it on original files so i tested it on a back up copy of my mod, specially since i've had bad experiences with both Openbor Stats and Obeditor. Does the program overwrite or remove any data?

- How can i actually see the level in the program propperly? The pink image is supposed to be the front panel. The visible image is the background. The Panel is not loaded, which is essential since it's the graphic where the characters actually walk on. How can i see it? I wish there was an option to display the level by layers or some sort of. Getting loaded all the grahics at the same time (and with no transparecy color) is a bit annoying

d4xF5w4.png




- Could you give a more detailed explanation about your intentions with that "minimalistic" level design system? I didn't get. I'd personally like a "click and drag" system like Obeditor had. I truly hate Obeditor due to it's unstable nature but i loved that method for displaying the entities.

3HiiHIc.png



 
Hi,

- If I recall correctly the export gif, as it is, works only under Linux distributions.

- Definitely not safe. Though the unsafety is not random. For example when I used it I never lost anything because in the way I used the editor I didn't trigger conditions that could create a loss. But that doesn't mean these conditions don't exist. This program has basically not been tested (other than by my own usage) so I can't guarantee safety.

- The developpement of the level editor had barely started when I stopped the developpement. If I recall correctly I justed worked on walls editing and pretty much nothing else. So it is not supposed to be a working level editor.
 
Piccolo said:

Hey Piccolo, good to see you around! I've got some really cool additions coming down the pipe I think you specifically will appreciate. ~3 years in development, and just a little more to go. Had to take one last pause for a work issue, but end of January I'm back at it.

DC
 
Damon Caskey said:
Hey Piccolo, good to see you around! I've got some really cool additions coming down the pipe I think you specifically will appreciate. ~3 years in development, and just a little more to go. Had to take one last pause for a work issue, but end of January I'm back at it.

DC

Hey Damon ! Oh I think I smell animation properties script access ;) Well then I'll check back next month or something.

Just passing by, but maybe I'll look into adding some basic functions to this level editor if it doesn't take me much time.

Here's what I already have to look into :
- allow platforms visual editing (already have walls and holes editing so shouldn't be a problem)
- add crash/error log
- add visual function to drag'n'drop entity spawn points

EDIT : Ok good news guys I just finished the visual functionality to drag'n'drop entity spawn points. Let me know of any most wanted functionnalities while I'm at it.
EDIT2 : Added options to selectively show/hide panels, frontpanels, and backgrounds in level editor. One option for each.
EDIT3 : Crash log done + made it so that the program won't brutally crash on most errors (will just give you a big warning and an invitation to report the error here)
 
Hi Piccolo, thanks for this Chrono Crash Modders Tools update.
Currently, the program crashes with no logs when I try to open a character.
I think this is a conflict with previous CMT software versions.
You told me that some files are in this path: C:\Users\YourName\App Data\Local\ob-utils but I didn't find this folder / file.
That would be nice if we can uninstall the previous versions correctly to prevent this kind of inconvenience.
 
I gotta say that Chronocrash Modders Tools is truly wonderful. I haven't tested this new experimental version because I'm afraid of losing my previous copy but will when i have some time.

As I said I've used the program a bit and, excluding the points I mentioned before, it's truly a wonderful tool.

- The wall and whole creation process is so comfortable, even better and more practical than the one in Obeditor. The information seems to be more precise and easy to handle.

- The interface is of friendly use and overall it reacts fast.

Congratulations and I really want to thank you for bringing to us this amazing tool. I, as a modder enthusiast, really appreciate it.
 
Piccolo I tried to use the export function and I had this error:

Traceback (most recent call last):
  File "gui\entity\__init__.py", line 1006, in exportAnimation
  File "subprocess.py", line 537, in call
  File "subprocess.py", line 859, in __init__
  File "subprocess.py", line 1114, in _execute_child
FileNotFoundError: [WinError 2] File not found

I am running on a MacOS using WINE.
 
Valentine Wong said:

Thanks, glad you like it ;)

O Ilusionista said:

You need to have imagemagick installed for it to work. If it still gives you the same error after that, you need to set up the path to imagemagick "convert" in the settings of CMT (Settings -> Miscellaneous). BTW I guess if you run it using WINE you need to install imagemagick with WINE too.
 
ah, I see. I will take a look to see if I can do it.
By the way, it looks like that the program has some issues with .gif images on the past, was it fixed?
 
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