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FLModelTool: "Invalid floating point operation" on

The general place to discuss MOD''ing Freelancer!

Post Sat Dec 09, 2006 10:23 am

The main reason your having problems is all down to DA and the software they used. The CMP's & 3DB's have different internal compositions depending on 1) what part of FL thier in, 2) What software version was used & 3) who built and exported the model.
Most of the older tools that we use were designed primarily for the player usable ships, and as such only really work well with those models but they can still edit some of the other models.

The CMPImporter (a pet hate of mine) will import a custom model without any problem, but vanilla models are a different story (for me at least). If the VMeshLibrary's sub node ends in "data.blah.blah.blah.lod0-112.vms" then it will import with only minor problems, animated parts are normally twisted out of allignment. 212.vms or any of the other numbers result in either garbage being loaded, error messages or milkshape crashes.

**shuffles of with a new headache**

Post Sat Dec 09, 2006 12:01 pm

Another thing that sorta surprises me, is that apparently sofar noone created importers and exporters for 3D StudioMax. (I have absolutely no idea how difficult that would be, but it's hard to imagine that it wouldn't be possible at all)

In a very small nutshell, we can conclude about almost every aspect of modifying the game called Freelancer: "it sucks". Nevertheless, this forum is still active, so obviously people like doing it. MS (or whoever has the rights to do this) could earn a few bucks by releasing a bunch of the original editors the game-builders used, don't you think?

Post Sat Dec 09, 2006 1:22 pm

i tried looking for the CMP and ill check my mail now, i just did a full system format so everything is running clean now (damn key logger on my comp for the past month, sly bloody thing!)

Cheese On Toast:
Like the name
Beware the player

Post Sat Dec 09, 2006 2:58 pm

You need the help of Autodesk to make plug-ins for MAX as they won't let any old tom,dick or harry near thier code. Game developement companies that us 3DSMAX work with Autodesk to create the plug-ins, Bioware being one.
If you look around the modding communities you won't find many that use community built MAX plug-ins, and those that do usually don't work beyond MAX 5. Milkshape is different as Mete has the guts of his program available for download, so that anybody that wants to make a plug-in can see how to tie it in to milkshape. Hell even most of the graphics engines for would be game developers prefer milkshape to MAX.

As for getting M$ to release the software DA used, how much are you willing to spend to get it, $100 -> $200 or $5000 -> $10,000. Most companies licence the basic software they use and then work with the software company to customize it to suit what thier doing. So if M$ were to release it we would all have to buy a licence to use it, but after 4 years I doubt if the customized files still exist (a bit like DA).

**shuffles of with a new headache**

Post Mon Dec 11, 2006 2:28 am

Bejaymac, thanks for the explamation! I was not aware of those conditions.

About that game editors: I was more thinking of something like a level editor (or wahtever it's called), for some games they exist, hust for the laymen's fun.

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