Author Topic: Star Wars Battlefront  (Read 11830 times)

Online miDnIghtEr20C

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Re: Star Wars Battlefront
« Reply #15 on: April 17, 2015, 10:54:45 AM »
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UPDATE 17/04/2015 5.04pm: Eurogamer's Aoife Wilson is in Anaheim, California, for the Star Wars Celebration event, and there has interviewed developer DICE about the upcoming shooter Star Wars: Battlefront.

DICE general manager Patrick Bach told Eurogamer Star Wars: Battlefront does not feature a campaign. Rather, it features "crafted missions" that are played solo, with a friend via split-screen offline or cooperatively online.

Elsewhere, Star Wars: Battlefront, due out in the UK on 20th November 2015 for PC, PlayStation 4 and Xbox One, has a maximum player count of 40. However, Bach told Eurogamer Battlefront will include a raft of modes that have different player caps.

During battles players can switch from a first-person perspective to a third-person perspective at will. DICE said you'll also be able to customise your characters, choosing gear, weapons and abilities - although don't expect to be able to put a pink cape on Darth Vader.

There's a two-player split-screen mode, and the Partner feature means two players can share experience and unlocks, and spawn at each other's location.


Meanwhile, if you pre-order Star Wars Battlefront you get the Battle of Jakku one week early starting on 1st December 2015. All other players get access to this free content on 8th December 2015.

Here's the official blurb on the Battle of Jakku:

    The pivotal moment when the New Republic confronted key Imperial holdouts on a remote desert planet on the Outer Rim. Taking place in the aftermath of the Rebel victory in the Battle of Endor, players will experience the events that created the massive, battle-scarred landscape of Jakku shown in Star Wars: The Force Awakens.
http://www.eurogamer.net/articles/2015-04-17-star-wars-battlefront-has-40-player-cap
« Last Edit: April 17, 2015, 10:56:26 AM by miDnIghtEr20C »

Offline Master X

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Re: Star Wars Battlefront
« Reply #16 on: April 17, 2015, 09:40:55 PM »
Glad this has split screen.


Online miDnIghtEr20C

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Re: Star Wars Battlefront
« Reply #17 on: April 18, 2015, 06:53:55 PM »
I'm going to shit myself when playing this.


Offline itputdalotion0n

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Re: Star Wars Battlefront
« Reply #18 on: April 18, 2015, 11:28:41 PM »
I'm going to shit myself when playing this.



yea ill believe this when i see it, look smore cutscenish
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Re: Star Wars Battlefront
« Reply #19 on: April 19, 2015, 08:21:04 AM »
i agree... but a girl can dream can't she?

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Re: Star Wars Battlefront
« Reply #20 on: April 19, 2015, 01:40:45 PM »
i agree... but a girl can dream can't she?
  she shouldnt dream to much i guarentee thats cgi or shit like that. Theres not even a aimer and that map and other thing is proballly imposed on it. I would find it hard to believe we made that big of a jump out of nowhere
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Offline Szabada

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Re: Star Wars Battlefront
« Reply #21 on: April 19, 2015, 02:35:13 PM »
either way, the game is going to be badass! 

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Re: Star Wars Battlefront
« Reply #22 on: April 19, 2015, 02:46:48 PM »
People that played it say it looks almost the same as what we've been watching.  That's pretty high praise.  I hope it's good

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Re: Star Wars Battlefront
« Reply #23 on: April 19, 2015, 09:34:27 PM »
either way, the game is going to be badass!

hope so i had alot of fun tripping walkers, very fond memories of battlefront
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Re: Star Wars Battlefront
« Reply #24 on: April 20, 2015, 04:51:35 PM »
Possible in game footage.. one with FPS mode, the other 3rd person shooter mode with the co op split screen being used.


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Re: Star Wars Battlefront
« Reply #25 on: April 20, 2015, 09:22:56 PM »
no aimers man no aimers. I call bs even looks wonky
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Re: Star Wars Battlefront
« Reply #26 on: April 21, 2015, 08:29:51 AM »
We shall see!  I think it's a cool possibility.  I like how that looks with the split screen mode.  I'm gonna play this with my boy at times when nobody is online and battle some bots split screen!   I thought it looked cool seeing one perspective from first person and the other of the same view from 3rd.

Anyhoo.. in other news.. this sounds great!


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Re: Star Wars Battlefront
« Reply #27 on: April 21, 2015, 08:41:33 AM »
Game runs at 60fps.  Beautiful.  Hopefully 900p at least for the X1 instead of 720, but I really couldn't care less.  I want that 60fps for this.   But not with split screen it's looking.

Quote
Stephen Michel Also I read that this game runs at 60fps. Does that apply to Xbox One too? I know it doesnt have as much power as PS4
Like · Reply · 3 hrs · Edited

EA Star Wars Star Wars Battlefront will run at 60fps, except during split-screen co-op when it runs at 30fps.
https://www.facebook.com/EAStarWars/photos/a.816380991781879.1073741828.784103665009612/834510239968954/?type=1&theater

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Re: Star Wars Battlefront
« Reply #28 on: May 23, 2015, 07:57:55 AM »
Pictures and easier reading on their actual site... hit the link.
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How we used Photogrammetry to Capture Every Last Detail for Star Wars™ Battlefront™

Capturing trees, rocks, entire cliff sides and much more…
Surveying “Endor” - the Californian redwood forests.

We’ve all been there. Returning home from a trip far, far away with new memories - and often a memory card full of images. DICE experienced this, too, on an astronomical level. Having visited the Lucasfilm Cultural Arts Museum and the original Star Wars™ filming locations, the studio artists brought back several terabytes of inspiration for Star Wars™ Battlefront™.

DICE focused on something else other than selfies and food close-ups, though. The mission: head to the locations where it all began and capture the basis for hi-res 3D models to the game - including anything from Stormtrooper helmets to giant redwood trees. Key in this process was a technology called photogrammetry.

“Photogrammetry is essentially the technique of processing still images to produce a high resolution 3D mesh,” explains Andrew Hamilton, Lead Environment Artist. “There are a number approaches to this, but they all involve taking photos of a subject in real-life and running it through photogrammetry software.”

Fed with images, the software creates reference points based on all the angles and “connects the dots,” resulting in a highly detailed foundation of something that can then be turned into a lower resolution game-ready mesh.

So, is photogrammetry simply taking a bunch of photos from every possible angle and jamming it into the closest Droid™ that’ll create the model for you? Not quite. As Hamilton puts it, the tech is no “holy grail,” and there’s still a lot of work to be done after this first step.

When all of the steps are completed, the level of detail in the 3D models is astounding. More importantly, this process allowed us to stay true to the original look and feel of the Star Wars universe in an unprecedented way. After all, how much closer can you really get, using this technology to create a practically exact digital replica of the original models that captured the imagination of the world?

Darth Vader's mask used in Star Wars™: Episode VI: Return of the Jedi™, inspected with awe by Character Artist Björn Arvidsson.

For the photogrammetry part of development, Character Artist Björn Arvidsson found himself knee-deep in characters, ships, and other items from the Star Wars universe. Being granted access to the Lucasfilm Cultural Arts Museum, Arvidsson recalls his feelings about working among props, like the original Death Star:

“The first time I was there, we were so focused on work and was shooting 24/7 so I didn’t really reflect on where I was. But, on the second visit it hit me: where I was, what I was doing...looking at all this amazing stuff, and thinking about how few people actually have the opportunity to go there, I was in awe.”

Lightsabers™, X-wings, Droids™, and Boba Fett’s armor were carefully carried out by gloved personnel and placed on turntables in front of the DICE team’s cameras. Thanks to a controlled environment and adjustable lighting, shooting overall went smoothly. However, some iconic (and shiny) characters proved to be more resilient to the lens than others.

“Vader was a bit of a challenge,” Arvidsson recalls. “The photogrammetry software searches for common points where it can match the images taken and if it’s only black and shiny, you won’t get anything from it. One technique is to use spray paint to remove the shine, but for some reason we weren’t allowed to do that with Darth.”

Still photography as well as hours of video and audio recordings were secured to fully capture the atmosphere of the original recording sites.

When Arvidsson was combating Sith Lord helmet gloss, Andrew Hamilton faced similar yet different challenges all over the globe. The task of capturing iconic Star Wars locations brought Hamilton and his team to places such as Iceland which eventually was used to create the planet Sullust, and to the other side of the world amongst some of the largest trees on the planet in California’s national redwood forests.

“My fondest memory is being on location for Endor. Driving through an area of small trees, and then turning one corner to suddenly see these 300 feet tall giant redwoods…that was magical.”

Capturing trees, rocks, and entire cliff sides for the photogrammetry process, Hamilton and his team were spared the hassles of man-made objects and shiny helmets. However, nature itself could be a challenge. Shooting during rainfall was impossible, and even after the skies cleared, wet objects were too shiny to photograph.

Heat and cold were other challenges, but also a source of inspiration. “We’ve seen both extremes of temperatures when visiting places like Finse, Norway, and Death Valley, California. When setting out to create Hoth and Tatooine, we really wanted to get that feeling back into the game, for the players to also experience those extreme conditions,” says Hamilton.

Add an AT-ST lurking in the lush environments and suddenly we're on the forest moon of Endor.

With these ultra-realistic assets in the bag, Star Wars Battlefront is sure to look as good and true to the source as possible. Ultimately though, technologies, tools, and polygon counts alone are not the main goal for the DICE teams. If there is a development holy grail, it is to make the overall feel of Star Wars present in the final game.

“Our ambition is that players will get the same feeling as we got from our trips: to really feel like they’re inside the movies when playing these iconic locations. Also, we want to open their eyes to new experiences and new planets,” says Hamilton.

Arvidsson agrees. “At DICE, it’s everyone’s quest to make Star Wars Battlefront feel as ‘Star Wars’ as possible. All those emotions, connected to this universe we all love, are something we hope will get through to the gamer on November 17th.”
http://starwars.ea.com/starwars/battlefront/news/how-we-used-photogrammetry?utm_campaign=swbf-social-us-ic-tw-swbf-photo3-052215-tw-img-site-ramp&utm_source=twitter&utm_medium=social&sourceid=swbf-social-us-ic-tw-swbf-photo3-052215-tw-img-site-ramp&cid=38816&ts=1432396577304

Offline Master X

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