Freeworlds: Tides of War - A Starwars Total Conversion Mod!
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What w0dk4 is doing and ENB have absolutely nothing in common. Think “paint job” versus “entire body replacement” if you need a car analogy
Fair enough I was just wondering. I remember playing this mod a couple months ago it was great, although people where talking about 2.0 and how it would change everything, so i held off getting right into it before then. Can’t wait to see it.
Would also love you if you made the conversion open to anyone, but I can’t blame you for keeping that baby all locked up
Ozed.
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This will be given to Freelancer as a whole as I, w0dk4 and the rest of the team, are firm believers of sharing information with Freelancer modders, as long as credit is given where credit is due. We will release it to everyone when it’s stable and relatively bug free.
Just to note, except models/textures, pretty much everything we do is available for other teams. We’re waaaaaaaay too late in the game to be keeping things from each other. The only way to keep FL going forward is to pass all these breakthroughs along to everyone.
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If you have time, is there any chance you could give us a brief description of what sort of changes we can expect to see in your mod if you convert the engine to dx9 please. Will it be shader model 3.0, bump mapping, HDR etc?
P.S. Having been gone a while the last time I played freeworlds must have been almost 4 or 5 years ago or so now, can’t believe just how far you’ve moved on, talk about dedicated!
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Once FW-ToW is released, I’ll work on releasing all the stuff I did on the client as standalones for everyone to use. The problem is, it’d take a lot of my time releasing everything the moment I finish it.
As regards the graphical features that will be included, I dont know at this moment. Just keep watching our development blog, and you’ll know for sure
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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:
<object width=“560” height=“340”><param name=“movie” value=“http://www.youtube.com/v/M-shtZoovY0&hl=en_GB&fs=1&hd=1”><param name=“allowFullScreen” value=“true”><param name=“allowscriptaccess” value=“always”><embed src=“http://www.youtube.com/v/M-shtZoovY0&hl=en_GB&fs=1&hd=1” type=“application/x-shockwave-flash” allowscriptaccess=“always” allowfullscreen=“true” width=“560” height=“340”></object>
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.