Yup, I agree. There's also a blurry bit to address in that texture. Please consider it WIP.I'm not crazy about the curtain in the last picture because it seems like a photograph just stuck into the game, but everything else looks really great.
How the hell did he find the hole in the wall? :lol
"hole in the wall was found by albert irl"
>__<
u gotta be trollin meh LOL.
human reverse image search?
Albert's progress this time:
How are you finding the original textures? Are there like a few sites that aggregate various textures that most game devs pull from?
While the texture on the right is more true to its source, I actually prefer the one on the middle because of its colors being more appropriately dreary. Not sure if I'm the only one bothered by it - "bother" is too strong of a word since I like everything else about this mod project - but the pattern stood out less to me with its more muted / washed out palette in the second picture.
I don't know about that specific texture but I do know this: The co-developer of this texture pack, is the guy that made the original texture pack for the first PC version. He had found an incredibly high amount of source textures, mostly because he is from Spain and Capcom based their textures on spanish architecture.
Yup, the overall door is the source texture. But yeah by the time you get to just the door handle and whatnot the low resolution eliminates all the detail.Is that second one actually the same source texture? The default one in game is so compressed they look barely recognizably the same! Holy hell!
Also why don't bear traps hurt ganados?
Thanks for the feedback! Yeah, it wouldn't be too hard to go back and adjust the colors a bit to achieve a more dreary effect while still keeping the original source texture. The main factor is time. I'll make note of this and go back as time allows.Fantastic work! The typewriter is my favorite. One 'complaint' though, if you will.
While the texture on the right is more true to its source, I actually prefer the one on the middle because of its colors being more appropriately dreary. Not sure if I'm the only one bothered by it - "bother" is too strong of a word since I like everything else about this mod project - but the pattern stood out less to me with its more muted / washed out palette in the second picture.
That's right. And he's still finding things randomly from time to time in his day to day commutes.
Yup, the overall door is the source texture. But yeah by the time you get to just the door handle and whatnot the low resolution eliminates all the detail.
It's always bothered me that the bear traps don't hurt them... they walk right through with no issues... :-(
Thanks for the feedback! Yeah, it wouldn't be too hard to go back and adjust the colors a bit to achieve a more dreary effect while still keeping the original source texture. The main factor is time. I'll make note of this and go back as time allows.
Also, wanted to share that we've created a Twitter account for the project where we'll be posting daily updates with what we're working on (text updates, mainly, with a few pics here and there). Albert will be posting once-a-week updates showing a real life location / object used in the game. For example, here's the first one:
So for those of you who use Twitter, feel free to follow us there as well: https://twitter.com/re4hdproject
Albert will be posting once-a-week updates showing a real life location / object used in the game. For example, here's the first one:
So for those of you who use Twitter, feel free to follow us there as well: https://twitter.com/re4hdproject
That's right. And he's still finding things randomly from time to time in his day to day commutes.
Yup, the overall door is the source texture. But yeah by the time you get to just the door handle and whatnot the low resolution eliminates all the detail.
It's always bothered me that the bear traps don't hurt them... they walk right through with no issues... :-(
Thanks for the feedback! Yeah, it wouldn't be too hard to go back and adjust the colors a bit to achieve a more dreary effect while still keeping the original source texture. The main factor is time. I'll make note of this and go back as time allows.
Also, wanted to share that we've created a Twitter account for the project where we'll be posting daily updates with what we're working on (text updates, mainly, with a few pics here and there). Albert will be posting once-a-week updates showing a real life location / object used in the game. For example, here's the first one:
So for those of you who use Twitter, feel free to follow us there as well: https://twitter.com/re4hdproject
always love seeing what you guys are able to do with this mod. really fascinating. Can't wait to see the full game re-textured.Some new shots from the Mendez house: