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

There are 54 replies in this Thread. The last Post () by Huor.

  • I just got it right, I made a Y - Z-Swap in 3 Vertex-Decode-function ... and voila.

    trenton_at_manhatten.jpgmississipi.jpg

    Just need to fix those "floating" doors, the position (example: Rochester Base) is not right.

    floating doors.jpg


    After that I can create a documentation and start implementing the 3d models inside my 3d system view.


    Puh.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

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  • ...

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • Did you know a standard weaponplatform is made from 10 individual parts and each part needs right position?

    Yes, I did. ;)

    That kind of cutting 3d models is most often used wheen there are animated parts. The pivot points of the parts can be used for the animation then (rotation or moving at a specific axis).

    But it also is used on other complex 3d models since there used to be certain exporting limitations which required a workaround -> the parts.

    signew.jpg


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


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • i think i fixed any cmp issue, every modell looks like its from the game, next step is finishing my 3d system editor.


    pasted-from-clipboard.pngpasted-from-clipboard.pngpasted-from-clipboard.pngpasted-from-clipboard.png


    Just wanted to show off an Rheinland battleship and noticed ... that my loader wont show it.. so im not finished yet. :(

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Made a little v0.6.4 release with some updates:

    Releases · flathack/FLAtlas · GitHub


    v0.6.3 -> v0.6.4 - Changelog

    Added

    • Native 3D object viewer and CMP inspection were expanded into a much more capable workflow:
      • structured native CMP decode diagnostics and mesh-family analysis
      • texture/material handling in MeshPreviewDialog
      • jumpgate/jump object preview support
      • mesh visibility toggles, better contrast controls, and optional back-face culling disable
      • dedicated 3D viewer delivery/documentation in 3dobject_viewer_doc.md
        pasted-from-clipboard.png
    • Trade Routes were expanded into a real balancing and workflow tool:
      • dedicated market analysis dialog
      • cargo-based net profit and profit-per-jump analysis
      • local/inter-system route typing and stronger system filtering
      • direct deep-links into goods.ini, market_commodities.ini, source/target systems, and source/target bases
      • market editor/analysis actions directly in the trade-route sidebar
      • market editor previews for route impact and source/sink handling

    pasted-from-clipboard.pngpasted-from-clipboard.pngpasted-from-clipboard.png

    • INI Editor was expanded into a much stronger modding workspace:
      • source-aware tree labels for mod, vanilla, and install
      • direct counterpart navigation between overlay and fallback files
      • file compare dialog with section-aware summary
      • Find usages across mod and vanilla roots
      • file status summary and compact one-line editor status bar
      • section inspector for structured key/value editing
      • basic validation hints for duplicate identifiers and empty values
      • pasted-from-clipboard.png
    • Mod Manager gained EXE version management and dedicated Mod Settings runtime/page support for EXE offsets.
    • pasted-from-clipboard.png
    • Added a project-local launch.cmd for starting FLAtlas directly from the repo checkout.

    Changed

    • Native scene/runtime handling for 3D preview and system integration was refactored further:
      • more detailed debug-state snapshots in MainWindow and view_3d
      • clearer exposure of native preview render/detail state in the UI
      • more robust CMP loader architecture with family-aware metadata and structured decode plans
    • Trade-route internals were decoupled further:
      • runtime helpers moved out of main_window.py
      • route payload/filter construction is now more modular and testable
    • INI Editor workflow was tightened around the editor itself:
      • status information is now compressed into a single summary line instead of a large multi-row info block
      • compare, validation, navigation, and structured editing are now grouped around the main editing path
    • Release/build hygiene was tightened further:
      • .gitignore now also excludes the dedicated release virtual environments and architecture-specific build output folders

    Fixed

    • Fixed CMP/native preview issues:
      • corrected CMP orientation handling
      • fixed CMP transform hints so part names/translations are shown correctly
      • improved handling of relative UTF offsets and legacy VMeshRef layouts
    • Fixed trade-route correctness issues:
      • routes with implicit base-price buyers are now included correctly
      • weaker but still valid local/system-filtered routes are no longer dropped too early
      • unreachable routes are no longer shown as fake 1-jump connections
      • trade-route navigation hides non-implemented _miner leftovers and other invalid destinations more reliably
    • Fixed INI editor ergonomics for heavy editing sessions by reducing header noise and keeping detailed path data in tooltips instead of a wide info panel.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • Now working on 3d system viewer

    cali_minor.pngmanhatten-3dsystem.png


    Trying to get it perfectly, mats are not sitting correctly, stations are not perfect yet, but work in progress :)

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • And soon we can play freelancer in a phyton tool ;)
    Great work so far! Keep up the good work!

    actually a little mini game will be part of my next release .... *cough* *cough*:zocken:

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • planet aso.png


    added rings


    2Dview.png


    and new 2d Icons for the 2D System viewer. Therefore I wrote a script to take shot from a top view of the 3d model. So the images get generated also for mod only models and not only vanilla FL models.


    Also had problems with 3D models from Crossfire, they did not come through my CMP decoder:

    pasted-from-clipboard.png



    Somehow the crossfire cmp models are different.

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • signew.jpg


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


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Well, it seems to be a model from the original game.

    I did not break it. It wasn't me.

    signew.jpg


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


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • I am still trying to fix it without breaking the vanilla cmp decoding. the trick is to create a ruleset that always works, get the CMP standard right.


    In summary crossfire models are more complex packaged, so they need "more rules" to be displayed right, thats why they are off.


    Anyways, i will find a way to display any model right.

    Files

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • I fixed it


    and I guess I have the most important rules applied. I also documented everything, so maybe someone wants to create a 3D viewer in the future.

    And if not, who cares, I just do it for fun.

    FL Atlas ‐ 3D Object Viewer Developer Documentation · flathack/FLAtlas Wiki · GitHub

    pasted-from-clipboard.png


    Just for testing I had to create a 3D Model Browser, I will keep it.



    Little fly through Shikoku:


    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

    Edited once, last by Aldenmar Odin ().

  • good work

    Did not have time to test the latest versions. Its just a bit too much of everything atm.

    signew.jpg


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


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • The next few coding sessions i will focus on performance and loading times, as this is currently my biggest issue. for the 3d system i already implemented parallel workloads but as this was a learning curve i have to touch my "old" 2d system too.


    I’ve been improving the 2D system map to match Freelancers original physical maps more closely. The system grid now uses a Freelancer-style 8x8 layout, better scaling based on real system bounds and NavMapScale, larger and clearer coordinate labels, and a smarter default zoom so the full system box always fits on screen when opened. I also reworked the zoom limits and slider, so you can no longer zoom out beyond the system frame, while still being able to zoom in closely for detailed editing.



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    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • I know I will become a famous youtuber someday. (joking)


    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Today I implemented the "Parent -> Child relationship" on bases. So bases viewed are completely rendered.


    pasted-from-clipboard.png


    - removed text from childitems in 2d system view

    - clicking on a child item will select the parent base.

    - rightclicking a base and select "Base Builder" will open a new window where you can build a base from parts.


    Preview (yes i know, dont judge my base-layout :P)

    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • # FL Atlas v0.6.7

    v0.6.7 has been released, and this update brings a large set of new features, improvements, and bug fixes.
    Release FLAtlas v0.6.7 · flathack/FLAtlas · GitHub


    ## New in v0.6.7

    ### 3D Base Builder

    - FL Atlas now understands bases and their child objects as connected structures.
    - This makes building and editing bases much easier and more visual.

    ### Improved File and Text Editor for Freelancer

    - The editor has been heavily upgraded and is becoming a true Freelancer-focused file explorer and text editor.
    - It now supports tabs directly inside the explorer.
    - right-click ids_name or ids_info to view the text from the .dll file
    - Many workflows now feel closer to Visual Studio Code, but tailored for Freelancer modding.
    - Changes inside files are highlighted visually.
    - After saving, you can inspect the history of each file and each line. (stored inside the mod folder under `.flatlas`.)
    - The editor is designed to make jumping between related Freelancer files much faster and easier.
    - view 3d models directly inside the file editor.
    - rightclick links inside the ini files to directly jump to the file

    ### Performance Improvements

    - Large parts of the app have been optimized to reduce lag and improve responsiveness.
    - Editing large files is now smoother.

    ### 8x8 Grid Layout in 2D and 3D System View

    - Both the 2D and 3D system views now support an 8x8 grid layout.

    ### 3D Character Viewer

    - A new 3D Character Viewer has been added.
    - This feature was originally created for the Savegame Editor and has now been brought into FL Atlas.

    ### Many Bug Fixes
    - Too many to list individually.



    I know working with Freelancer text files can be frustrating, especially because so many changes require editing multiple files at once. That is why I want to keep expanding this editor into a full Freelancer-focused editing environment.

    The goal is to support workflows like:

    - right-clicking lines and jumping directly to related content
    - opening referenced files directly from INI entries
    - moving through connected game data much faster than with a normal text editor

    My aim is to offer an editing experience that feels similar to Visual Studio Code, but optimized specifically for Freelancer modding.

    I am not deeply active as a mod creator myself. I understand how the game files and systems work, but I spend more time building tools than making full mods. Because of that, feature requests for the INI/File Editor are very welcome.


    widget-animated-flatlas-v2-progress.gif

    ...................... FL Atlas ...........................................................Savegame Editor....................................................FL Lingo

    305973.png305409.png305505.png

  • Sorry to barge in, figured I'd give some feedback :saint:

    Upon applying the 6.7 update, the Atlas threw an error about the "update not being zip" and shut down... figured I could build the folder up again manually by making a separate folder from the first release and replace everything with the update after it, and the first 9 releases worked fine, except for the very last - the problem seems to stem from "FLAtlas\_internal\PySide6\resources\icudtl.ini" which is empty in the latest release, and this is the only time it happened so far. Not sure if intentional or if something went wrong, but unpacking the latest release also gives an error message about icudtl.ini

    Figured I'd give feedback, but the discord invite link expired... is the discord still a thing? Or did the invite link expire accidentally?
    Loving it so far, keep up the good work :salutes