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 Planet Shaders Mk III: Bastion (view original)
Planet Shaders Mk III: Bastion
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Gerfand
Gerfand May 4 2013, 6:11pm says:

may the 4 be with you

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VishnuCF
VishnuCF May 5 2013, 12:18pm says:

So now you have planets with actual geometry on them and not just some textures mapped onto a sphere?

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TSP-FriendlyFire
TSP-FriendlyFire May 5 2013, 12:52pm replied:

No, but we do not use Freelancer's geometry, which sucks. Having planets with modelled geometry is useless; no geological feature is ever large enough to make modelling them worthwhile.

No, what we do is render the planets as a completely separate step.

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evgenidb
evgenidb May 5 2013, 2:17pm says:

I wonder what the surface of the planets would look like.

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Teh-Critic
Teh-Critic May 7 2013, 2:42pm replied:

similar to Earth's, just more organized.
from the wiki: Starwars.wikia.com

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Sizer
Sizer May 7 2013, 3:37pm replied: Online

Ya know, he may be referring to the in game art. Just a hunch. And to answer that, the planet surfaces are not a priority. They mostly use the model and animation files from old FW 1.66

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Teh-Critic
Teh-Critic May 7 2013, 9:30pm replied:

I could be over-thing it possibly :\ From the Galactic Atlas(Yes, I know, bit geekish, but still), Bastion is on the far edge of known space in the Outer Rim, one major battle and that's it. A imperial capital system .

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Description

This is the final iteration of the planet shader, using this time Bastion as a benchmark. Unlike previous versions, this shader also replaces Freelancer's planet handling entirely: custom models, custom pipeline, custom definitions, many more parameters, etc.

The shader itself is a straight port of O'Neil 2004. It implements a simplified version of Rayleigh and Mie scattering. As a bonus, it's a lot easier to work with, which means we'll be able to churn out many more planets much faster!

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May 4th, 2013
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