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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Add media Report RSS New Planet Shaders (Old) (view original)
New Planet Shaders (Old)
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R3bornSh4dow
R3bornSh4dow - - 230 comments

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

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FW:ToW_Sushi
FW:ToW_Sushi - - 1,450 comments

Just wait ;)

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HammerFalls
HammerFalls - - 72 comments

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 - - 251 comments

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
Hendar23 - - 250 comments

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
SunnyBittern - - 638 comments

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

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TSP-FriendlyFire Author
TSP-FriendlyFire - - 251 comments

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

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Description

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!