A Cross-Platform System Editor for Freelancer (Written in Python)

There are 3 replies in this Thread. The last Post () by Aldenmar Odin.

  • Hey everyone,


    I've been working on a little hobby project that I'd like to share with the community. I have to say, I am an IT Professional but not an software engineer, so this is my first "big" project, however I like scripting in powershell and cmd, bash etc. but python is a nice language too. FLEditor (Name not final, if you have ideas, write them here :salutes) is a graphical system editor for Freelancer, built entirely in Python using PySide6 (Qt). Its def. not final yet and until all my wanted features are complete, I guess this will still take some weeks / months of work.


    The Freelancer Explorer is a great tool, but unfortunately it causes some issues for me on Linux. So I decided to write my own editor from scratch, fully cross platform, running on Windows, Linux, and macOS without any dependencies on Wine or Windows-only libraries.


    It's still a work in progress, but it already has quite a few features. I'd love to hear what the community thinks and what features you'd like to see. My first approach is to implement all features which are needed to create and modify systems. But maybe I will extend this to other parts of FL modding.


    Current Features:


    2D System Map – Interactive map view of any system with zoom, pan, and color-coded objects (suns, planets, stations, jump gates/holes, asteroid fields, etc.)

    3D System View – Optional 3D rendering of the system with orbit camera, pan, and a translation gizmo for moving objects along individual axes

    Universe Map – Overview of all systems with connection lines (jump gates in blue, jump holes in yellow), double-click to open any system

    Object Editing – Select any object and edit its properties: position, rotation, archetype, loadout, faction/reputation — all with dropdown menus populated from the game files

    Zone Editing – Click on zones to view and edit their properties; zones are displayed as semi-transparent overlays with color-coding (death zones in red, nebula in purple, debris in brown, etc.)

    Create New Objects – Place new solar objects (stations, planets, etc.) anywhere on the map via point-and-click

    Create Jump Gates & Jump Holes – Full workflow: choose destination system and type, place the gate/hole in the origin system, then place the counterpart in the destination system — both sides are created automatically with all required fields

    Create Zones – Create new asteroid fields and nebulae with a dialog that lets you pick from existing reference files

    Create New Star Systems – Create an entirely new system from the universe map, complete with sun, background, music, and all required INI files

    Delete Objects – Delete any object, including jump gates/holes (automatically removes the counterpart in the other system)

    Move Systems on Universe Map – Drag systems to reposition them, save changes back to universe.ini, with undo support

    Shortest Path Generation – Automatically regenerates systems_shortest_path.ini, shortest_legal_path.ini, and shortest_illegal_path.ini when connections are created

    3D Model Preview – Open and view CMP/3DB model files in a 3D preview window

    Backup System – Automatic .bak backups before any file is written

    Built-in Help – HTML documentation accessible from the toolbar

    Works with mods – Tested with Freelancer HD Edition and Crossfire

    Tech Stack:


    Python 3 + PySide6 (Qt6)

    No compiled binaries, runs anywhere Python runs

    Case-insensitive file resolution for Linux compatibility


    Feedback and feature requests are very welcome.


    Have a nice day.

  • Well, so far Ive been using Freelancer Mod Studio (that means in the past few years since it also is a fairly new tool compared to the old junk we used to have) which seems to be very similar.


    Bild_2026-02-27_113020348.png

    Bild_2026-02-27_113213731.png


    The feature set is about the same I guess.

    Question is which tool is better to handle.

    Regarding the path generation I would be cautious. There have been multiple tools in the past which were meant to do that job but in the end none of them actually created path files that did not crash the game.

    In the end Freelancer can generate path files on its own. Just delete the old files, launch thee game and FL will generate ones based on its original algorythm. Path generation was a pain in the ass for many years until somebody (I think it was Chips) found out that FL would generate them automatically.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
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    Twenty percent skill,
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  • Ah yes I know that tool, thats where I got the idea for the 3D viewer. I still have problems with the cmp files though, I guess I cant solve this problem with python. At least I dont know how but I have time. I will not rush things.


    Im still adding basic features like create / edit bases, planets, zone, zone population, tradelane edits.