Freeworlds: Tides of War - A Starwars Total Conversion Mod!
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Definitely I left it in our nexus cause I wanted to use the starsphere somewhere but we didn’t have canon system to put it in…hehe
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Terratec wrote:
how do you do it, the wings spread. flhook commands? with me only baydoorW0dk4 got that working for us. You’d have to ask him nicely
@Tai: If there is anything you’d like to know, send me a PM and I’ll see what I can do for you :). I have no intention in keeping things secret or whatever nor do I think that’s beneficial for Freelancer Community.
We, as a whole, can profit from everyones work
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We wanted to know how good our Star Wars models are when compared to the best models out there, ones from the Star Wars movies. So, our FW:ToW testing team (Slyder, Cropto, Orac, Avenger, Shadow and Chewie) have taken it upon themselves to use all ingame video recordings to reproduce some of the most epic scenes from Star Wars. Much to our surprise, we found the quality of our ingame models were almost as good as the movies. I don’t have a finished video to show you yet, as we still are in the process of filming, however we are excited to show you a sneak peak of what is to come.
The following image montage are all ingame screenshots that have not been digitally edited or enhanced.
Episode IV Intro
Tantive IV is being chased by Darth Vader’s ISDEpisode VI
Vader’s Lamda undocking from his ISD -
w00tf? Looks goddamn nice !
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LOL. Thanks for the kudos, guys. We’ve put a lot of work into these models and we also have TSP community to thank for working out some of our bugs, too!
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Over the past few days, Demi, our resident computer guru, has been hard at work making a brand new developer website for the Freeworlds: Tides of War Developer team to use. As a team, we decided to create these boards because we needed more space plus wanted more features for development than our current forums had. Using the webspace provided by Qi, Demi made a wonderful layout. With this new site, you will be able to get the latest news, development blogs, images, 3D representations of the vessels and ask questions on the development forums. As for the layout of the site, below are the two prototypes Demi worked on:
As you can see from the layouts, the Freeworlds: Tides of War Development team has accounts on facebook,youtube, twitter, and google buzz. We welcome everyone interested in this mod’s development to follow us there as we are regularly updating the sites.
Another special feature that I wanted to mention is the ability to see all of our models in 3D. While we’re still in the process of converting all of our ships for viewers to see, I wanted to show you what you can expect 3D Models click me. Demi is still in the process of refining the viewer to optimize the performance, however, for now, I think it’s an excellent proof-of-concept that I cannot wait to see running on the site.
Lastly, we welcome everyone to join us on our forums where you can ask the developers any questions, comment or give suggestions. We welcome all feedback from our followers.
To view the sites main page, go here: Freeworlds: Tides of War Development Site
To join our forums go here: Freeworlds: Tides of War Development Forums -
Explosions, explosions, explosions, every gamer loves them; they have pretty colours, dazzling lights and most importantly, they inflict significant amounts of damage! Over the past several months the team has been at work discussing the prototype of the system we hope to put into place in the mod. The prototype that has been created has largely been influenced X-Wing vs. TIE-Fighter and X-Wing Alliance. I’ve created the 14th Development Video to discuss key features of the types of missiles/torps/bombs and how they will be used in the mod.
http://www.youtube.com/watch?v=4yUe2XzksBs
(A huge thanks to Adoxa and M0tah for creating fixes for the problems we were having. Without their contributions, I wouldn’t have been able to make this video or employ this system)
Also, since I haven’t updated this link in awhile, please enjoy our Capital Ship video created by ChewieBacca
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Exceptional work as usual. One of the numerous things that impresses me with this mod are the sizes of the ships. That capship video with two large ships fighting above what looks like a super star destroyer, i mean seriously, how big is that? And no sign of slow down in the fps, even more impressive. I use large ships in my mod, but not to this scale, really gives a sense of being there, which is the whole point for star wars fans
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Ya, the SSD is its canonical length, coming in at, roughly, 18km. She’s a hefty one. It won’t be player controlled, though.
Thanks for the kind comments
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Now that our New Republic and Imperial starfigher and capital fleets are completed, we have begun focusing on the other factions in the mod. One of these factions is affectionately known as the Pirates.The term Pirate refers to the variety of rogues that were scattered across the Star Wars galaxy who would attack, rob or commandeer ships as they saw fit.
Many of you that have followed Star Wars for sometime know that Pirates generally cobbled together unlikely pieces and created beautiful Frankenstein ships. These ships are affectionately known as “Uglies”. Basically, it combines the New Republic and Galactic Empire starfighters into vicious abominations. The models we had previously came from the wonderful work done by the XWAUP. We thank them for donating their models to our mod. However, we decided to use the wonderful models and textures by the First Strike team, rip their models apart, make brand new models and put them back together again. Icewolf, our resident jack-of-all trades, even redid the textures for all the vessels to make them look even more ugly. I present to you the efforts of our labour:
From the bottom left clockwise: Deathseed, Vornskyr, X-TIE, TYE-Ugly (Image 1)
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I see Freeworlds is still going beyond the impossible.
How in the world did you do that icon thing? Does that really work like it sounds? Does it apply only to ships with brackets currently around them, or to all ships in space? Do they really fade/disappear when you get close to them? I honestly haven’t a clue how any of this was done.
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They apply to all ships of a particular class and they really do disappear when you get close to them. What you see is what you get with them
The HUD icon thing started off as my pet project but FF took over and brought it to new heights. It basically uses fuses and .ales to do a majority of the dirty work.
If you want the code, just signup on http://forge.the-starport.net/ and I’ll give you access to our SVN. With FF’s permission, you’re more than welcome to use it, Why, after all the work you did for FW:ToW.
I really believe our next big thing is the conversion of the Freelancer Engine from DX8 to DX9. W0d’s is just in the process of implementing the shaders. He’s been successful with post-render colour correction. He’s currently working on bloom. As soon as he posts the news, I’ll be sure to update this topic.
The other big news we have is that a concept artist from Crytek has joined us. He’s an amazing talent and he’s been producing some insane textures. http://users.cybercity.dk/~dsl59684/ He wants to tweak a lot of the effect textures…I’m very curious how they’ll turn out.
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The team has done a lot of great stuff over the past two years. I’m very fortunate to have such a good group of fellas working together.
As for the shader, W0d’s made his own hook. I don’t know how he did it, but he has. The mod has been converted over to DX9. The next step is getting the shaders in and working.