EVE:WORLD is a free project that takes advantage of the Outerra engine's 1:1 scale to bring you a planetary invasion simulator set in the EVE universe. Asking CCP for permission was the first thing we did and we have full permission to use their assets. See the FAQ for details.Your fleet starts in space, close to Earth. Between you and the planet is the enemy fleet. You must strike at targets on Earth whilst being ever mindful of the environmental effects of gravity and atmospheric re-entry. Compensate your turrets as your artillery shells curve off-course the closer you get to Earth. Use smaller ships to make a controlled descent and attack targets directly. Beware, your capital ships were never designed to make planetfall. Even if their armour saves them from burning up you are then left with a 100,000 tonne brick travelling towards solid rock at Mach 5.
The game engine was recently updated to allow illuminating particles and clouds. This means large singular lights, flashing lights and directional lights can be added to ships. However, emissive textures still haven't been implemented which means things like the hundreds of pixel-wide windows dotting the models are still unlit as it would be far too inefficient to add individual point lights for all of them.
I wrote a script that converts the lights' positions from EVE Online exactly. I also have code that converts the order and timings of when the lights flash. It's just waiting for the engine to gain a timer function. I've already decided that on the next pass I'm going to decrease the spotlights' intensity to help let their colour shine through.
The engine also now has a (currently) limited ability to procedurally generate cloud cover which really helps to highlight the scale of the ships. Check the gallery for many more screenshots.