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Author Topic: Freeworlds: Tides of War  (Read 4248 times)

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freeworlds_sushi

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Re: Freeworlds: Tides of War
« Reply #10 on: April 07, 2009, 07:16:53 pm »
The FW:ToW team has been busy working on importing the final of the First Strike Cockpits, XWA Upgrade Project Cockpits and others into game.  Sovereign, our lead importer and SW whiz, has put them into our ships with style!  In the video you well see the cockpits match what you see on the exterior as well as on the interior. This took an incredible amount of dedication and time, and the FW:ToW team thank him for his continuing efforts.

As well, we also have some new model/texture debuts, ETA-2 and V-Wing, done by Bouma and Omega, respectively.  As you will see within the video, we're trying to make the cockpit mode a viable option for those of you that enjoyed the X-Wing Vs. TIE-Fighter and X-Wing Alliance series of games.

In addition to this our team has finally decided on a combat prototype to use for our mod.  We've done away with engine kill completely and it feels incredible.  Why485, as well as myself, have been working on FX for the mod.  Deety and myself have been working on adapting the combat prototype to other ships into the game.  I also wanted to take this time to say thank you to the FW:ToW Combat Prototype Testers for their incredible feedback which allowed us to refine our ideas into what we have now.

Also in this video, you will see some of the new NPC AI development that has been done primarily by Deety and Why485.  They have done a fabulous job on giving the non-player characters (NPCs) some serious brains!

I hope you enjoy the video.

http://www.youtube.com/watch?v=yBjBIi5oDRU
-----------------------------
To follow the progress of this mod, please visit the follow sites:
http://www.freeworlds-tow.net
http://www.moddb.com/mods/fwtow/
« Last Edit: February 06, 2010, 07:43:45 am by freeworlds_sushi »
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freeworlds_sushi

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Re: Freeworlds: Tides of War
« Reply #11 on: August 24, 2009, 12:54:29 am »
It has been a few months since our last development video, so I thought I'd try to include some of our most recent happenings in the 11th edition.  Unfortunately, I was not able to capture all of our work because I personally do not like making these videos over six minutes in length.  So, for the work that wasn't included, I thought I'd show you some of the short clips/images here.

This 11th Development video focuses on the capital ship prototype that is being developed, primarily, by Deety. He and I have spent many hours conversing over what we want capitals to be in the mod and thus far, I'm quite thrilled with the results.  He's spent countless hours recording statistical data and coding it into the mod to bring these beautiful gigantic ships we have to life.  With Deety's determination and work ethic and our new capital testing crew, we're inching closer to the final capital ship prototype.  In addition to that, Deety has been requesting many custom capital effects that I've been assisting him with.  You'll see that there are many new shield hit, hull hit and explosive effects, which have been a joint project of Deety and I.  We are also using some of the work Why485 left us to further the immerse feel.   

<a href="http://www.youtube.com/watch?v=Myw_2niQ6zQ" target="_blank">http://www.youtube.com/watch?v=Myw_2niQ6zQ</a>

Another developer, W0dk4, has done some incredible things for the mod.  His recent creation brought animations to our game. Through the tutorial he gave us, we were able to recreate many of the wing folding animations you see in the movies: Lambda Shuttle, B-Wing, X-Wing and ETA-2.  In our next development video, I hope to show the wings folding appropriately when you engage the ships hyperspace drive.  In addition to this, he also has written a FL Hook that increases the turning rate of fighters/bombers/interceptors when they go to 33% throttle. Those of you that have played X-Wing Vs. TIE Fighter or X-Wing Alliance know that this throttle percentage was the optimum level to turn quickly in the game. 

As a personal mini project, thanks to a little prod from Lancer Solarus,  I've been working on a new enter/exit hyperspace effect for the game to take away the standard Freelancer jump tunnel.  Although it is still a work in progress, I've been quite happy with the results.  The only sad thing is that there is no possible way to slow down the effect at the end of the sequence. This means that I cannot slow down the stars at the end.

<a href="http://www.youtube.com/watch?v=LX2H3mKcUUM" target="_blank">http://www.youtube.com/watch?v=LX2H3mKcUUM</a>

Overfiend and Mirkha have also being working incredibly hard on hitboxing all the models in the game.  I can assure you, that is no easy task.  Fortunately, with our newest hitbox technique, which allows us to use infinite hitbox groups, they've been able to hitbox things that we only dreamed about.  The image below is our 10km long Mon Calamari Shipyards generously donated by EvilleJedi. 



This hitbox took over 298 parts to make. But, we do believe it's paid off as you can see in these early images: 1 and 2.

Overfiend also has been working very hard on new Mon Calamari Cruiser textures as well. I won't get into this now as I've already discussed his work at length in my last news piece.

 As always, if you have any questions, comments or suggestions, please feel free to post.  And please click this link to keep up-to-date with Freeworlds: Tides of War. 

------
Sushi
« Last Edit: August 24, 2009, 12:58:35 am by freeworlds_sushi »
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freeworlds_sushi

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Re: Freeworlds: Tides of War
« Reply #12 on: December 24, 2009, 06:14:18 am »
The Freeworlds: Tides of War mod team has been busy over the past few weeks fixing bugs, building an economy and, of late, creating more of the mission systems for players to enjoy (ie. Battle of Yavin).  Below, you'll find the latest video of this new mission system Deety has designed called, "Battle of Bilbringi."  Essentially, this mission will feature a gigantic ongoing battle between the New Republic and the Empire full of huge capital ships, hundreds of laser beams and a whole lot of fun!
<a href="http://www.youtube.com/watch?v=ase_sw_z65A" target="_blank">http://www.youtube.com/watch?v=ase_sw_z65A</a>

In other news, Qi, our resident Economy Guru, has completed the first alpha prototype of our economy and it contains over 1000+ trade runs.  He strove to make this economy as canonical as he could to further the immersion factor of the mod and we all really think you will love what he's done.  In addition to this, Qi is working on a web interface that will allow players to view the changes in commodity prices based on what is being traded on the server.  However, I will release more information about that when the graphical interface is near completion.

Lastly, I wanted to show you all the new Pirate factions Deety has created based on what systems you're in.  Below is an image on how the territories will be seperated:

Thanks again everyone for following this mod. We've really appreciated the ongoing support and compliments. 

And please, if you haven't already, please take the time and give us a vote for the mod of the year awards over at http://www.moddb.com/mods/fwtow and follow our latest updates at:
Our facebook page: FW:ToW Facebook Page or Twitter FW:ToW Twitter

Happy holidays,
Sushi
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freeworlds_sushi

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Re: Freeworlds: Tides of War
« Reply #13 on: January 17, 2010, 04:10:00 pm »
We wanted to know how good our Star Wars models are when compared to the best models out there, ones from the Star Wars movies.  So, our FW:ToW testing team (Slyder, Cropto, Orac, Avenger, Shadow and Chewie) have taken it upon themselves to use all ingame video recordings to reproduce some of the most epic scenes from Star Wars.  Much to our surprise, we found the quality of our ingame models were almost as good as the movies.  I don't have a finished video to show you yet, as we still are in the process of filming, however we are excited to show you a sneak peak of what is to come.

The following image montage are all ingame screenshots that have not been digitally edited or enhanced.

Episode IV Intro
Tantive IV is being chased by Darth Vader's ISD























Episode VI
Vader's Lamda undocking from his ISD

















Images courtesy of Cropto

For more information please visit: www.moddb.com/mods/fwtow
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freeworlds_sushi

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Re: Freeworlds: Tides of War
« Reply #14 on: February 06, 2010, 07:44:24 am »
Performance is a huge issue for any mod or game development.  Sure, it's every developer's dream to make the most incredible graphical experience as possible, but at the same time, if the computer cannot handle the content, gameplay will suffer.  And, in the end, I think we can all agree, it's all about the gameplay. 

So what are we doing over at FW:ToW to improve this? Well, over the past few months, we've started to notice a little bit of a slow down in systems that have a high amount of polygons.  Fortunately, the Freelancer Engine allows us to create Level of Detail (LODs) models to remedy the slow down.  Essentially, a LOD is a model that has less detail, sacrificing polygons, that displays at further distances.  What this does is reduce the strain put on the graphic card from the model.  Because, in the end, you won't be able to see tiny details on a A-Wing from one kilometer away. 

Knowing this, Icewolf and I have been churning out LODs for all our 104 ship models and, in the past 3 weeks, have done 1/4 of the shiplist.  Below are some of the images of the LODs:

MC 30c

Z-95

V-Wing

Here's a video of the concept. This one shows a 3 part LOD made by IceWolf for the MC80

<a href="http://www.youtube.com/watch?v=BMnAUZJ2gXI" target="_blank">http://www.youtube.com/watch?v=BMnAUZJ2gXI</a>


The work involved in making these LODs is tedious, to say the least, but we've already noticed an improvement in the performance of the mod by doing this.  Essentially, we have to make a new model for the ship and uvmap them.  Each ship takes around an hour; more if it's more complex.  In terms of how many polygon's we're saving the graphic cards from rendering, it's quite substantial :

Fighters:
Assault Gunboat = 4362 polygons AG LOD = 284 polygons
A-Wing = 5352 polygons  AW LOD = 372 polygons
B-Wing = 5900 polygons BW LOD = 540 polygons
E-Wing = 3366 polygons  EW LOD = 770 polygons
ETA-2 = 7497 polygons ETA-2 LOD = 474 polygons
K-Wing = 6338 polygons  KW LOD = 982 polygons
X-Wing = 7461 polygons XW LOD = 846 polygons
Y-Wing = 4913 polygons YW LOD = 578 polygons
Z-95 = 6573 polygons  Z95 LOD = 772 polygons
TIE Avenger = 7923 polygons  TA LOD = 772 polygons
TIE Bomber = 8241 polygons  TB LOD = 324 polygons
TIE Defender = 12117 polygons TD LOD = 432 polygons
TIE Fighter = 9703 polygons  TF LOD = 314 polygons
TIE Interceptor = 8690 polygons  TI LOD = 300 polygons

We also have some other plans to improve performance, but I'll write more about those when more is complete in the area.

In other news, for those looking for some nice eye candy, we've recently given the Corellian's a new capital ship. It's known as the Corellian Cruiser (Cruiser Class Capital Vessel) and it's a modified model of EvilleJedi.  This work was also done by IceWolf, and I must say, I'm thrilled with the results.

And here is a video of it in game:
<a href="http://www.youtube.com/watch?v=CYPe8QA7Wr8" target="_blank">http://www.youtube.com/watch?v=CYPe8QA7Wr8</a>
***UPDATED***
This is an image of the new T-Wing texture that IceWolf just completed for the XWAUP T-Wing:
« Last Edit: February 06, 2010, 07:51:14 am by freeworlds_sushi »
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