With some adjustments and fixes the development tool is almost complete in its intended functionality. I plan to finish deformable models export for 1.0 release and that should wrap it up.
Fixed "Find Resources" dialog window for 3ds Max 2018.
Added "Find Dupe Meshes" to "Find Resources" tool to scan for duplicate mesh buffer names.
"Find Resources" now ignores zero length files (though it will complain about corrupted UTF files).
Improved "Levels of Detail" section in toolbox: level and view distance is applied to all editable meshes in selection.
Added "Reset Transform" and "Reset Center Pivots" buttons to apply to editable meshes in selection.
Removed "Visible edges to wireframe" from Level of Detail mesh attributes.
Added "Create Wireframes" button to generate wireframe shape object from visible edges of editable meshes in selection.
Improved message log to include information where materials/textures were found when using auto-search during model import.
Added checkbox in "Import Materials" dialog window to add materials into material slot editor (used to be behavior by default, now optional).
Materials imported via "Import materials" and added to slot editor will start from currently selected slot.
Implemented hashmaps for vertex attributes to speed up model exporting.
Redesigned Surface builder tool interface. Automatically switches to currently selected mesh.
Mirrored hardpoints now use 2 digit suffix sequence increment common for Freelancer assets.
Mirrored hardpoints are automatically added to source object layer.
INI template for loadout.
Added support for RCD collision hulls format (Aftermath mod).
"Visible edges to wireframe" checkbox was removed from Level of Detail attributes as it wasn't working correctly and caused extra indices in buffers, with large/detailed models having lots of visible edges this caused display errors in game. Instead now you can generate wireframe shape from visible edges of editable meshes in "Rigid Models" section by selecting one or more editable meshes and pressing "Create Wireframes" button. The resulting line object(s) will be automatically attached to their respective parent LOD meshes and added into "Wireframes" layer. Also they won't have duplicate edges. You can edit line objects but keep in mind that knots should be snapped to mesh vertices the line object is attached to, otherwise wireframe will be generated only partially.