Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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Here's the source code.

So if you're using Linux, just unzip this in a folder. And run cmt.py

If it doesn't run its probably because your system is missing some dependencies. Just run cmt.py through a terminal and you'll know which.
 
Piccolo, have you got my pm?

Anyway, its possible to add BASEMAP support?
Basemap.jpg

It would be nice to have a tool to graphically handle this.
 
Yeah I received it, but I did not have the time to look into any PMs lately, sorry, very busy, I'm just popping in.

Will check them when I have more time.

I'll look into basemap support later too  ;)
 
I have a report now, Piccolo. Every time I try to put range under attack animation, I cannot click on the arrows higher or lower at all, not like the others which you can raise or lower the range. I also tried clicking on x or + for range but it's not activated.
 
O Ilusionista said:
Piccolo, have you got my pm?

Anyway, its possible to add BASEMAP support?
Basemap.jpg

It would be nice to have a tool to graphically handle this.

+1

By the way, the progress is awesome!
 
reporting: I've included a platform into a entity in OBEDITOR and tried to edit on Modders Tool.
Once I click the platform, the program crash and close.
 
theoz said:
No words to say man. ::)  Create a Wall using mouse no have price! :D ;D ;D ;D ;D ;D

You mean you want to click on a stage, hold it, move anywhere you want, and release to make a wall block/platform just like obeditor?
 
You mean you want to click on a stage, hold it, move anywhere you want, and release to make a wall block/platform just like obeditor?
Was this really necessary?

Also, OBeditor screws up stages which uses scripting, where Modders tool don't.
 
Sort of I should've said I can't answer that in the first place, O, I wasn't sure what he was trying to say but I thought he was only requesting about creating a wall block using mouse for Piccolo to make it like the way wall platforms get created in OBeditor. (I tried obeditor before but I stopped.) Now that I said it, I forgot that we can move the base corners of a created wall at the bottom with Modders' Tools, even scrolling. Maybe I misunderstood what he said right after I looked at Oz's image again.

OBeditor screws up stages which uses scripting,

Didn't know that.
 
Small update.

Added initial basemap support in level editor (not sure it is well implemented, didn't have the time to test).

+ Fixed those :

O Ilusionista said:
Another crash I got:
Click on the + to include a new animation and try to double click that animation = crash

maxman said:
I have a report now, Piccolo. Every time I try to put range under attack animation, I cannot click on the arrows higher or lower at all, not like the others which you can raise or lower the range. I also tried clicking on x or + for range but it's not activated.
 
Hi Piccolo,

I was inserting platform for a character or platform entity. When I enter platform in animation section, it's really okay. But if you do anything wrong like removing one of the parameters (e.g. removing one of them from 8 to 7 parameters), or click on the pink platform block, it crashes. I try to drag corners from it but clicking it crashes. Modders' Tool is too sensitive with parameters. Sometimes I get crash for entering a platform in an animation.
 
Hi, maxman, thanks for the report.

Should be ok in this new update.

If you want to "drag-edit" the platform you should click on "Set platform" on the right on "Set Bbox" and "Set Abox".
 
Was gonna ask this but wanted to test this out first, I had the same problem Maxman had when setting "Abox" with your last update. Just letting you know I drag-edited a few boxes real quick and it didn't crash this time. Keep it up dude.  8)

x)
 
Yo, wanted to report some sort of bug going on with the latest update. I'm using an attack that hits twice and already have fastattack set. After the first Abox, and set another one with all 0's, but sometimes on it's own, the program deletes most of the text. So I go from this:
Code:
	attack.damage.force 0
	attack.damage.type 0
	attack.position.x 0
	attack.position.y 0
	attack.size.x 0
	attack.size.y 0
	attack.size.z.1 0

To Just this:
Code:
	attack.damage.type 0

And it messes the attack up, because I think the engine still carries over the other numbers from the Abox before this, and enemies still take damage before the next hit, and aren't effect by it if they were hit the first time.

x)
 
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