Freeworlds: Tides of War is a fan built Star Wars total conversion mod for Digital Anvil's Freelancer game that was released several years ago. When fans began to make mods for Freelancer, one of the many things people were keen on seeing was a Freelancer mod based on the Star Wars universe developed by George Lucas. Freeworlds and Tides of War were the answer to this outcry. The development team of both mods have now joined forces to create an epic new Star Wars TC, Freeworlds: Tides of War.

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Media RSS Feed Report media New Planet Shaders (Old) (view original)
New Planet Shaders (Old)
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R3bornSh4dow Dec 8 2011, 2:53am says:

It would be so awesome to see moving clouds... well I guess it's not possible.

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FW:ToW_Sushi Creator
FW:ToW_Sushi Dec 8 2011, 4:31am replied:

Just wait ;)

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HammerFalls Dec 8 2011, 9:47am says:

keep this in mind: in space there is no ambient light. There is no middle ground between light and shadow. Its either in the light of its not.

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TSP-FriendlyFire Author
TSP-FriendlyFire Dec 8 2011, 10:53am replied:

Ambient lighting is not final. I just haven't had the time to go through every system and fix it.

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Hendar23 Dec 8 2011, 8:15pm replied:

If we start thinking about that level of realism, you might as well blow up the game start over. What stands out far more to me is how close together the planets/moons are. Thats actually what stopped me playing Freelancer and go back I-War2, the tiny planets.

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SunnyBittern Dec 8 2011, 11:28am says:

I just love the title: New planet Shaders(Old). Anyway, nice job.

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TSP-FriendlyFire Author
TSP-FriendlyFire Dec 8 2011, 12:21pm replied:

That's just because... This is the old rendering. The new rendering is the image next to this.

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This little teaser shows off the work that's been going into overhauling our systems' appearance. One of the key points was to make planets actually look like planets and not foggy, blurry spheres.

In order to do this, we scrapped the old-style Freelancer atmospheres and implemented a custom atmosphere shader which reacts dynamically to the lighting and viewing angle, after which we implemented normal and specular mapping support for planets.

More of this in the coming weeks!

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Dec 7th, 2011
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