Deadlines and budget I guess, it limits how much polish they can add to stuff like that when time is running out.
To add on that, you have to consider that it took them a long time to get to this version of the game. They had already scrapped at least one version that was pretty far along. There is only so much time and money a company can put into a game. It has to be enough at some point.
That, and we were supposed to play this game in our 21"-29" CRT TVs, so it looked good enough.
What is the general completion percent for the game? At least the first pass over everything?
These updates always make me smile. I love it!
Environmental Textures
Items and Weapons
Enemies, NPCs, Playable Characters, Misc.
Mercenaries, Separate Ways, and anything not covered above
Average hours per week on the project remains at 20-25 for each of us. This particular room took me a looooong time as I went through various iterations / attempts to correct the issues. By comparison, I'm already almost done with the next room (with the 2 el gigantes).Either they're occupied with their lives and have little free time or they're completely gonna update all the "formerly in progress" areas to "completed" in one single update, but that's just wishful thinking.
Average hours per week on the project remains at 20-25 for each of us. This particular room took me a looooong time as I went through various iterations / attempts to correct the issues. By comparison, I'm already almost done with the next room (with the 2 el gigantes).
It's probably been answered already but...
How the hell did you find the source for some of the textures?
For instance, there's one door which is one of Seville's cathedral doors and you used it to replace the blurry texture in the original game. How did you find out that was the door you needed?
I'm pretty sure they just walk around until they find it. It's crazy.
I know what you're saying, but I think it's a non-issue, and it's certainly not comparable with the N64 packs you're relating to. They've done a great job of altering the geometry so that it's not simple Gamecube era shapes. Some of their work is genuinely better modeled than RE6's often weak assets were. Ambient occlusion would be nice, sure, but they've often baked in better lighting or shadowing and it looks pretty incredible.
An OoT texture pack this ain't.
About finding the original locations... It's all because I've been searching for them during years.
Indeed. Honestly, you don't really need all these fancy performance-sapping shader effects in modern games when good texture work and geometry usage goes a long way.The game looks so different now, wow!!!
The relief behind them stands out a little bit, though. The bright day lighting on the relief doesn't really match up with the torch light in that area, so you can kind of tell that it's a photo that's been inserted. If you can dim the relief a little or alter the color tone to match the surrounding rocks more I think it would look much better.
albert_re4hd absolutely incredible stuff.
Best fan service for a game ever.
If one game ever deserved such love and attention it would be this.
Every time I see this thread bumped I get excited.
I honestly think Capcom would get a huge sales boost if this was implemented in the upcoming RE4 port for PS4 and XBO. What a waste.
Nice progress anyhoo. I can almost taste it already.
I'm picturing your work room as something like this:
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"I feel the animals in the Holy Beast puzzle could be re-created in a more realistic way "
I think they look great, you can redo them if you want but it looked fine to me as it is. The relief behind them stands out a little bit, though. The bright day lighting on the relief doesn't really match up with the torch light in that area, so you can kind of tell that it's a photo that's been inserted. If you can dim the relief a little or alter the color tone to match the surrounding rocks more I think it would look much better.
I think the recreations for the rock and brick surfaces look great, it definitely still has the same feel as the original. I imagine the next room will be a lot harder... I can only imagine how many errors there are going to be in the huge battle area.
Just think about what all the people who will buy the PS4/XBO version will be missing out on. Capcom can't even be bothered to fix the gamma issue they created with the PC version in those ports. White is grey. [https://www.facebook.com/residentev...275861493309/1196838410337044/?type=3&theater
Ada's shoulder should be pure white here. (If it doesn't come up as that picture, scroll through.)
Looks like they added a sharpening filter and called it a day.
Hahha oh no! All this chaos is in my head.. and in my hard disk ;P
Interesting question! On my end I played through the game, saving at the applicable spots so I would have access to each room, both before and after clearing out enemies. This resulted in five total *.sav files - one for the Village, and two each for the Castle and the Island. And that's about it!It's a crime that albert is still only a junior on this forum. Bump him to full member with a snazzy title, pls.
Anyway, I have a question. Do you just keep a bunch of saves to all the level of the game or do you have access to debug or external tools that can just warp you to whatever level you want in the game?
Interesting question! On my end I played through the game, saving at the applicable spots so I would have access to each room, both before and after clearing out enemies. This resulted in five total *.sav files - one for the Village, and two each for the Castle and the Island. And that's about it!
so when can we expect the c&d letter?? once it's almost finished?
so when can we expect the c&d letter?? once it's almost finished?
They really port UHD bugs to the new port?? :/
Could you post the image? I can't see it
Oh, I'm not sure if there is or isn't a way to do that - for me this was just the simplest solution.Interesting. So there's no way to just warp to any given level through a trainer or something?
Capcom should pay you $1 million American dollars to use these new assets in their official releases
I just had a thought about this. At one point in the battle (after the statue pushing puzzle) Krauser will be waiting behind a corner to ambush Leon (it's right before the gate leading to the drones). His shadow tips the player off to where he is; you'll see it extending around the corner of the building. After this adjustment, is Krauser's shadow still long enough to be seen by the player?
This is a good point.Ha, well please keep a backup either way!