Ultimate Empire at War is a conversion of Star Wars: Empire at War: Forces of Corruption. It aims to include four eras of Star Wars history: the Age of the Old Republic, the Clone Wars, the Galactic Civil War, and the Dawn of the New Republic in an re-created game that is more engaging on both the tactical and strategic level, enhancing gameplay and deepening it, as well as overhauling the graphics in the game. In short - EaW the way it was meant to be - spanning Star Wars history in a deeply strategic game with high quality graphics and challenging gameplay.

Report RSS The UEAW Dev's Blog - Issue #4: 27th January, AD 2010

Good evening once again! The last few weeks have been very interesting at UEAW; and whilst these last few days have been relatively less productive due to time restraints, such problems are gone again for the foreseeable future, and these last few weeks on the whole have been very productive overall nonetheless.

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Good evening once again!

The last few weeks have been very interesting at UEAW; and whilst these last few days have been relatively less productive due to time restraints, such problems are gone again for the foreseeable future, and these last few weeks on the whole have been very productive overall nonetheless.
Firstly, we do need to give a few semi-official welcomes to some new team-members who have joined us over a matter of months (one quite some time back) during which time we haven’t been doing News bulletins to announce such things officially:

We welcome Sergeant Lyeman to UEAW as a new mapper, Admiral165 on his first project as a coder, and DucksofGrass who is helping out in multiple areas; officially listed as a Coder and Graphics Assistant, he has already contributed to both our game code and the graphical content quite literally within moments of joining a few weeks ago.

It is, of course, hard to report on things such as coding, and since we don’t intend to reveal specific details of how the game will be coded, you may think we should move onto the usual fill of art. You’d be right, since whilst there have been major coding developments, they’ve been in a more secret area of our game concept, and will stay that way ;). So, without further ado, we can present a few little bits of game content that can be shown to you through static images – you’ll have to wait a while for our particles!

First up, our hi-resolution Acclamator skin has been applied to our new re-mastered Acclamator model; the render of which you can see in our Moddb gallery. Not only has she got the extra detail and a bright and wider-used lighting mesh but also a brand new and fully detailed shadow mesh to boot, as opposed to Petro’s boxes...

Link to Acclamator picture

And even better, the renders of our new and finished (modelling-wise) Imperial II Class Star Destroyer! Skinning is already being sorted, then I will have the unenviable but rewarding task of rigging the mesh for shadows (including all the detail you see on the model!), but for now, enjoy our new, high-detail ISD II, courtesy of Evilbob:

Link to ISD II picture #1

Link to ISD II picture #2

That's all for now, with the promise that we're only, as ever, showing a fraction of what we're making, I shall sign off.

Good Evening

LTCC
Head of Coding, Jack-of-Most-Trades

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