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.

Report article RSS Feed New Inherent Anti-Aliasing Support for this Star Wars Mod for Freelancer!

July has been a busy month on many fronts for Freeworlds: Tides of War. Get caught up on all the doings of the mod with this article!!

Posted by FW:ToW_Sushi on Aug 1st, 2011

Over the past month the team has been working on tying up loose ends of mod development. With release date 4 ½ months away, we’re dotting our I’s and crossing our T’s.

With that, the last few ships on our shiplists are being touched up or being completely remade. Sizer, our Model/Texture Lead Developer, has been working around the clock to get the last few of our models in game and textured. Below you can see his completely redone Corellian Cruiser:

New Corellian Cruiser [Textured]
New Corellian Cruiser [Textured]

Here’s what this awesome capital ship looks like in game with the normal and specular maps applied:

FriendlyFire has been working on improving the effects with the new graphical improvements of soft shading and dynamic lighting that W0dk4 has worked on. He’s vastly improved upon all the explosions, missile/torpedo trails and laser/turbos of the mod. He’s also started to work on some special effects that you’ll see littered throughout the mod upon release. Below is a teaser of one of these such effects:

Unknown Anomaly

The other big news is the inherent integration of anti-aliasing to Freeworlds: Tides of War. However, I'll let W0dk4 cover this topic since he was the one to bring it to Freelancer:

Since we have upgraded the Freelancer engine from Direct3D8 forward rendering to Direct3D9 deferred rendering we had a new problem - lacking anti aliasing. This is a common issue for deferred rendering on Direct3D9. Luckily for us, just recently a new post-process image-based anti-aliasing technique has been developed by Timothy Lottes from NVidia. The technique is called FXAA, which stands for "Fast Approximate Anti-Aliasing" and is being used by many recent and upcoming games. It offers a great deal of quality while the performance loss is minimal.

We implemented the latest version (FXAA 3.11). If you want to read more on the technique, check out this whitepaper.

Please click the images below and view the original to see the true beauty of this graphical improvement:






As always any comments, suggestions or questions are always welcomed!

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Post comment Comments
ponyus Aug 1 2011, 9:17pm buried:



*starts digging the grave*


-10 votes     reply to comment
jakkkass Aug 1 2011, 9:22pm says:

I just bought freelancer for this xD

+2 votes     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 1 2011, 9:59pm replied:

Awesome! :D

+2 votes   reply to comment
hj12321 Aug 4 2011, 6:08am replied:

Many people do this like you. :P

+1 vote     reply to comment
Railgunner2160 Aug 1 2011, 10:06pm says:

Can't wait to see what that looks like with turrets!!

+3 votes     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 1 2011, 10:08pm replied:

Oh, it already has turrets. I was just in the ship system where we test models/textures/effects. I'll be sure to show another picture of the ISD in all its turret glory!

+1 vote   reply to comment
Railgunner2160 Aug 2 2011, 10:26pm replied:

Not the ISD, The Corellian Cruiser!!

+1 vote     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 2 2011, 11:40pm replied:

It has turrets too. They're just smaller.

+1 vote   reply to comment
Hendar23 Aug 1 2011, 11:15pm says:

The media is great, but I'd like to hear more about the changes in the mechanics of the game.

+1 vote     reply to comment
Sizer Creator
Sizer Aug 1 2011, 11:23pm replied:

Plenty of that floating about. Go read.

0 votes   reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 1 2011, 11:33pm replied:

Follow this link:

+1 vote   reply to comment
Cuntar Aug 1 2011, 11:29pm says:

Corellian Cruiser video is blocked by SME, i guess soundtrack is licenced or something.

+1 vote     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 2 2011, 12:01am replied:

Changed the soundtrack. Should be good to go in a few minutes.

+1 vote   reply to comment
R3bornSh4dow Aug 2 2011, 5:22am replied:

Still not working for me :(

+1 vote     reply to comment
KodY Aug 2 2011, 6:25am replied:

Man, ****** GEMA. Still not ready. Best upload it to Moddb

+2 votes     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 2 2011, 6:53am replied:

Ya. I'll get Sizer to do that sometime today.

+2 votes   reply to comment
romanius24 Aug 2 2011, 10:30am says:

whats the progress on this mode?
is it like 50% done?
ive been folowing for a while now and i would like to know so i can get freelancer again :)
thanks for the awesome mod!

+1 vote     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 2 2011, 11:24am says:

It's about 80-85% completed in my estimation

+2 votes   reply to comment
Expack Aug 2 2011, 11:31am says:

I'm curious: how easy was it to implement FXAA? Are there any issues with the engine or effects ATM? Otherwise, I'm loving your decision - from what I've seen in my own experience, it's unbelievable how well it works and looks!

Also, I've read that FXAA will work on both NVIDIA and ATI/AMD graphics cards. Is this true?

+1 vote     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 2 2011, 11:58am replied:

I can't comment on the implementation on it, that will have to wait for W0dk4, but I can say that it does work on ATI cards as I have one. HD 5300. Worked like a charm.

+1 vote   reply to comment
w0dk4 Creator
w0dk4 Aug 2 2011, 1:59pm replied:

It is very easy to implement, especially the latest version (read the integration step-by-step guide). Since it simply is a post processing shader, there are no hardware vendor limitations.

To be honest, I didnt really research the whole anti aliasing topic. I think the results are very good for a single pass post process shader (there is only so much you can do). I implemented FXAA specifically because it is currently widely accepted as the state-of-the-art anti aliasing technique that doesnt need a super computer.

+1 vote   reply to comment
audryzas Aug 2 2011, 2:27pm says:

This looks awesome, but my strong dislike for star wars won't let me get it.

-2 votes     reply to comment
evgenidb Aug 2 2011, 7:08pm says:

Still no video. Deleted again. *sign* :(

Maybe put it somewhere for Direct Download?

+1 vote     reply to comment
FW:ToW_Sushi Author
FW:ToW_Sushi Aug 2 2011, 7:41pm replied:

Apparently the video was bugged. We're re-uploading now.

+1 vote   reply to comment
evgenidb Aug 2 2011, 8:47pm replied:

It works! It works!!! The Video is strong with us today!

+1 vote     reply to comment
TALON_UK Aug 4 2011, 7:31am says:

Looking good guys, that anti-aliasing system works beautifully.

I do think that Corellian Cruiser looks like it could do with a bit more detailing in the texture, the linework looks like it just follows the wireframe of the model, break it up a bit with other lines in there, and perhaps add some raised and recessed panels in the normal map and add a little dirt to further break up the shapes some more and add a little more realism. I think those steps will raise it to the level of the other ships you have already done. Loving the design, just needs a little more polish.

+2 votes     reply to comment
Dwarden Aug 4 2011, 4:08pm says:

i'm very happy to see FXAA v3 (3.11+ )spread so fast

+1 vote     reply to comment
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