English · 简体中文
A desktop editor for the modular hulls of the Protectorate liners in
Nebulous: Fleet Command .fleet files. Open a fleet, choose the bow / core / stern pieces,
the dressing variant of every attachment point and any superstructure, preview the assembled
hull in an orthographic side view and an orbitable 3D view, then save the file back — untouched
everywhere you did not edit it.
| Hull type | Ship |
|---|---|
Stock/Bulk Hauler |
Marauder |
Stock/Container Hauler |
Moorline |
Stock/Container Hauler Refit |
Moorline |
Every other hull type is listed read-only, so nothing in a fleet is ever lost.
- Windows 10 or 11 with an OpenGL 3.3 capable driver
- Qt 6.8.0 (MinGW 13.1 kit), CMake 3.21 or newer, Ninja
CMakePresets.json expects Qt in C:/Qt/6.8.0/mingw_64 and the toolchain in
C:/Qt/Tools/mingw1310_64. Point CMAKE_PREFIX_PATH, CMAKE_CXX_COMPILER and
CMAKE_RC_COMPILER at your own installation to build somewhere else.
./scripts/build.ps1 # configure, build, run the tests
./scripts/build.ps1 -Deploy # additionally produce a runnable tree in ./dist
./scripts/package.ps1 # pack ./dist into dist/NLHC-<version>-win64.zip-Deploy rebuilds dist from scratch instead of installing over the previous tree, so an
archive never carries files the current sources no longer produce. package.ps1 stages that
tree under a single NLHC-<version>-win64/ folder, launches the staged copy once to prove the
dependency set is complete, and writes the archive plus a .sha256 next to it.
The plain CMake flow works as well:
cmake --preset mingw-release
cmake --build --preset mingw-release
ctest --preset mingw-releaseArtifacts: NLHC.exe (application), NLHCCore.dll (fleet, asset and assembly library) and
NLHCRender, a static rendering library shared with the tests.
The archive also carries Liner Hull Customizer.exe at its root: a launcher that starts
bin/NLHC.exe from wherever the folder was unpacked.
- File → Open fleet… and pick a
.fleetfile. Every ship is listed; the supported hull types become editable, the rest stay read-only. - Pick the bow / core / stern pieces under Primary structure. Each piece exposes its
dressing points; choose a variant per point (
(empty)is offered where the game allows an empty slot). - Edit the Superstructure entries (piece / segment / snap point). Combinations that would break the hull are refused and explained in Diagnostics.
- Base color and Trim color default to
#1b405band#f26522. They are preview settings and are not written to the fleet; Hull tint is a real fleet field and is written back. - File → Save writes the fleet in place and keeps a
.bakcopy. Unknown XML is preserved verbatim, so a file only changes where you changed it.
The viewport is split: the left half is an orthographic side view, the right half is an orbit view (drag with the left button, zoom with the wheel, pan with the middle or right button, double-click to reset).
Command line:
NLHC.exe --open <fleet> [--ship <index>] [--screenshot <png>] # render without the UI
NLHC.exe --render-demo <png> # render the synthetic demo hull
| Path | Purpose |
|---|---|
src/core |
NLHCCore.dll — .fleet document model, asset package, hull assembly, validation |
src/app |
NLHC.exe — Qt Widgets UI, OpenGL viewport, translations |
assets/hulls |
hull geometry and textures the viewport draws (committed) |
samples |
example fleets |
i18n |
nlhc_zh_CN.ts; the UI language is switchable at runtime |
scripts |
build, packaging and release helpers |
MIT — see LICENSE.