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.
Over the past few days, the team has been pulling out all the stops to convince you that we're one of the top Star Wars mods on MODDB! Take a look at what we accomplished in the past 10 days!
Posted by FW:ToW_Sushi on Dec 11th, 2011
With phase 1 of the MODDB awards coming to an end, the FW:ToW worked very hard over the past several days to convince you why you should vote for us.
In the past 10 days, we've been putting out image after image of our new DX9 engine and some tweaks that have gone a long way making the game look even better than before. FriendlyFire has been working, even when he should be studying for exams, at making this nearly 10 year old game really shine. Below is some of his work with summary of what he did:
FriendlyFire wrote: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.
With this accomplished FF went at work at figuring out how to apply normal, specular and glow mapping to the planets to really make them look even more drop dead gorgeous. The results below speak for themselves!
Although glowmapping has existed in Freelancer for some time, the glow maps never really "glowed". They were a brighter texture than the others, however there was something missing. FriendlyFire figured out a way to bring this missing piece of the puzzle to the DX9 engine for our mod. Below are the samples of his work:
FriendlyFire wrote:Glow mapping takes certain parts of a texture, usually called the "emissive texture" since it appears to emit light even if it is not illuminated by anything, and blurs them out, reapplying the result on the image. This gives the impression that the emissive texture is much brighter than it would otherwise appear to be.
W0dk4 instituted specular mapping a number of months ago now. However, with that being done, there was still some tweaking to do to get it to really bring our models/textures to life. FriendlyFire again went to work to see what he could...and my lord did he do some excellent work. The video below captures our new and improving specular mapping/lighting:
If you like what you see please don't hesitate to give us a vote for the MODDB awards!