Freeworlds: Tides of War - A Starwars Total Conversion Mod!
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Also, I think its understandable that we want to create a certain hype. If we see all the features of FW-ToW months earlier in other Freelancer mods, it kinda takes away from the wow-effect once ToW gets released. But be sure, once we release, we will release all the tech that goes along with it.
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W0dk4 wrote:
Over the last few months, I’ve been working a lot on the graphics engine of Freelancer. Inspired by Timeslip’s work. I wrote a Direct3D8 to Direct3D9 wrapper for Freelancer to be able to directly access the graphics pipeline.The ultimate goal is to somewhat modernize Freelancer’s graphics engine. I’m not sure about the features I will be able to add further on, but let me show you the first enhancements that I already implemented.
Before getting to the eye candy, let me quickly talk about mouse lag. I guess almost everybody is familiar with the mouse lag problem that occurs in some games. In almost every case, the laggy/delayed input is to blame on VSync. If you turn VSync off, it solves a lot of the mouse lag problems for many games, including Freelancer. I did some research on the topic and found this article on a private blog by “Vorlath”. Basically, to fix mouse lag in the DirectX pipeline, you have to make sure that after any present call, the screen has really received the frame you just rendered. This is easily done in Direct3D9 as stated in the article and it was one of the first things I implemented. Thank god, no more VSync-related mouse lag in Freelancer!
Lets get to the eye candy. One of the top wanted post-processing effects in older games is bloom. As of now, I added a relatively cheap and subtle bloom effect, but in the future I want to do a proper HDR lighting implementation. Another post-process effect is Color Correction, which to me seems to be very underrated. You can completely change the feel of the game by including a nice color correction effect. The implementation I chose was very simple, yet powerful, based on this article.The vast benefit of this method is the what-you-see-is-what-you-get effect. We simply take an ingame screenshot, load that screenshot in Photoshop and do some color correction with the Curves or Levels tool. We then apply the same color correction to a special texture that will be used by the game. Very easy to do, yet very powerful.
Here is a comparison, with color correction added in the second screenshot:
The color correction effect is implemented per-system. Its a very good tool to give systems their very own feeling, making the ingame experience as varied as possible. For example, we could give rebel and imperial systems their very unique color correction, so you quickly know in which territory you are.Finally a little video to show the effects in motion:
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http://www.moddb.com/mods/fwtow/videos/bloom-color-correction-shader -
awesome
nice rank @ MOD DB =P
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Bas wrote:
awesomenice rank @ MOD DB =P
Ya, we’re getting lucky there.
Really, the only one to take credit for this astounding achievement is W0d. I cannot wait to see what the other mods will be able to do with this once it’s released for everyone to use. I think he singlehandedly gave FL one or two more years
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This is the latest development image of all our new graphical toys rolled into one. Colour Correction + Bloom + Wireframe Viewer
What this image is a merging of two ingame screenshots. One with the wireframe viewer on (on the left) and the other with just the model (on the right). There’s a gradient in the middle.
I thought this would be a great opportunity to show you the power of this latest graphical update from w0d. Here’s to Freelancer
http://media.moddb.com/images/mods/1/11/10662/TatooWire.jpg -
This wireframe thing is impressing.
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This ISD is 100k+ polygons. Any more would not only be overkill, it’d be a waste.
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Ya, what FF said.
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Looks fantastic.
Am I correct in assuming this is still based on intercepting calls to dx8 then feeding them through a proxy dll to dx9? You haven’t actually converted the engine itself to dx9?
I’m not knocking, just curious. Looks great either way.
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Timmy51m wrote:
Looks fantastic.Am I correct in assuming this is still based on intercepting calls to dx8 then feeding them through a proxy dll to dx9? You haven’t actually converted the engine itself to dx9?
I’m not knocking, just curious. Looks great either way.
Yep, that’s how I understand w0dk4 did it.
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It’s more in-depth than ENB, far far more. w0dk4 is best placed to answer, but we’re not limited to post-processing anymore.
This isn’t just a custom ENB for FL.
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Must have found a way to hack the engine then I guess. Out of curiosity, is the reason for not converting the engine itself because you don’t have the source code? I’ve seen many people mention the difference it would make if you could get your hands on it, would this be one of them?
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Over the past week, the FW:ToW Dev team has really picked up steam in all areas of development. In particular, graphic effects and gameplay. In respect to the “pretty things”, our resident graphics genius, FriendlyFire, has decided to redo all the explosion effects and death fuses for the ships. What he has accomplished has been simply amazing and really shows the power of our “out dated” Freelancer Engine. He posted a video up on our new live steaming site, which I’ll discuss more about below, here:
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fwtow on livestream.com. Broadcast Live Free
We’ve also been finishing the last touches on our shiplist with Overfiend working overtime to create this new A-9 interceptor model!
The last thing I’d like to welcome all our fans to is the Live Q&A session we will be having on Sunday July 25th @ 14h00 EDT. With the power of our new live streaming site, we can actually show you the mod in game, LIVE! So, if you have any questions and want to see the mod ingame please come visit: http://www.livestream.com/fwtow @ 14h00 EDT on July 25th.For help with the timezones, go here: http://everytimezone.com/. We’re using New York as the standard time.
As always, any questions, suggestions or comments are welcomed!
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Nice work!