Freeworlds: Tides of War - A Starwars Total Conversion Mod!
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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!
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Hard to believe this old game is capable of supporting the kind of quality you guys are showing off. It’s obvious this is going to leave every other mod in it’s wake in terms of visuals, but how long is it going to take before you get to some sort of release. Months, years, any idea or is it just a when it’s done scenario?
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Agreed, the Freeworlds team is always pushing the boundaries of what is possible. I eagerly await its release. I have to say, FriendlyFire lately has been stealing my effects gig and showing me up. I ate my words when he produced that brilliant hyperspace effect. I need to get back into ALE editing and release some more sweet stuff.
Also hats off to Sushi for being the best mod manager I have ever seen by a long shot. Sushi is managing the people and project better than most professional managers you will ever meet in the workplace.
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Why485 wrote:
Also hats off to Sushi for being the best mod manager I have ever seen by a long shot. Sushi is better at managing the people and the project than most professional managers you will ever meet in the workplace.
it’s nothing to say … ^^
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Why485 wrote:
I need to get back into ALE editing and release some more sweet stuff.Hell yeah, that would be great. I love your Itano Circus mod. Wouldn’t want FF to steal your thunder would we! We’ve got ourselves an ALE war!
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Hehehe. Just you wait
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Why485 wrote:
Agreed, the Freeworlds team is always pushing the boundaries of what is possible. I eagerly await its release. I have to say, FriendlyFire lately has been stealing my effects gig and showing me up. I ate my words when he produced that brilliant hyperspace effect. I need to get back into ALE editing and release some more sweet stuff.Also hats off to Sushi for being the best mod manager I have ever seen by a long shot. Sushi is managing the people and project better than most professional managers you will ever meet in the workplace.
Damn, Why, you made me blush. That’s a huge compliment and I’m quite honoured of that mention. You know you’re always welcome to our boards and the latest version of the mod on the SVN.
That being said, all the success from the mod has been from the team effort. They’re a great bunch of guys who are interested in Star Wars and pushing the boundaries of FL. This mod would be nothing without all their time and enthusiasm.
In terms of release, I truly hope we have something downloadable by the end of the year. The only big thing that’s preventing release right now is lack of gameplay (other than trading and shooting). That’s what we’re in the process of creating with MP scripted missions (yes we have them working) and other FL Hook goodies.
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When I posted our last news piece, we recently obtained a wonderful modeller/texturer by the name of HotDog. He made an incredibly detailed model of the XQ-4 station. Since then we have hired two new modellers/texturists, Kalo and Lord X. They are well known in the Empire at War community not only for their fabulous models but also for their great senses of humour! That being said, I wanted to give our amazing fans an update of what we’ve been up to in the past little while.
In terms of HotDog, he’s been working tirelessly on the Corellian Patrol Boat model using ScribbleHEAD’s blueprint as a guide. Here are the images of his WIP:Here is the blueprint:
Here are the WIP images:
He is currently in the process of now refining the model and texturing it. I will post up images as soon as he completes that phase of this project.Kalo started work on the three satellite variants that you will see littered around planets and bases. They will have functioning turrets/missiles launchers/radar dishes as well as faction specific colouring. Here is a render of his brilliant work!
In between creating this project, Kalo also worked on optimizing our beautiful Neutron Star Class Bulk Cruiser. It’s amazing what he’s done to Overfiend’s model and the performance saving is outstanding. Below, the model on the left is optimized with 2000 less polygons than the model on the right.
His next project is the creation of our new Hutt Capital Fleet (yes, you read correctly) working in tandem with Lord X. He will also work on our capital ship wreck project. More details about both to come soon!
Out last big development comes in the effects department with our graphic mod lead, FriendlyFire, creating the visual BOOM for our models. He’s had worked on the project tireleslly over the past few weeks and I’m so pleased with the results. I can’t imagine how good these models and effects will look with our capital ship wreck models! Below is a video of his work:
http://www.youtube.com/watch?v=evUUxU-R2Q8&hd=1
As always any comments, suggestions or questions are always welcomed!