Nope, you can't see it anymore. I was sure someone would ask this at some point hehe.
So, the question is: Should we keep the long shadow despite the obvious graphical issues?
Nope, you can't see it anymore. I was sure someone would ask this at some point hehe.
So, the question is: Should we keep the long shadow despite the obvious graphical issues?
We've got good / redundant back-ups in case of PC/Disk failure.This is a good point.
Chris and Albert I've heard too many horror stories of years of work being lost; please say you've got good back-ups I case of PC/Disk failure.
We've got good / redundant back-ups in case of PC/Disk failure.![]()
Just realised this will probably run fine on the GPD Win.
DREAMS DO COME TRUE
Actually, does anyone here have a solid idea of what the performance would be? The GPD Win will use an Atom Z8750 and 4 GB of RAM.
While we do not yet have confirmed system requirements, the greatest increase in hardware requirements would likely be increased VRAM due to the larger textures. As I (Cris) have played through the Village section, I’ve seen VRAM usage of up to ~470MB. This does not include, of course, enemy textures or textures for Leon, Ashley, weapons, etc. since we are currently focused on the environmental textures. However, the environmental textures should account for most of the VRAM usage. My sense at this point is that a graphics card with 1GB of VRAM should be sufficient, but we will update this as the project progresses.
I'd imagine with the GPD Win it'd run the game at 20-30 FPS with HD textures off and other settings lowered. Worst case scenario you may also need to lower the resolution to maintain a constant 30 FPS.Just realised this will probably run fine on the GPD Win.
DREAMS DO COME TRUE
Actually, does anyone here have a solid idea of what the performance would be? The GPD Win will use an Atom Z8750 and 4 GB of RAM.
I would assume a lot of video RAM (GPU RAM) is required for the very high resolution textures.
EDIT:
From the website FAQ section
I'd imagine with the GPD Win it'd run the game at 20-30 FPS with HD textures off and other settings lowered. Worst case scenario you may also need to lower the resolution to maintain a constant 30 FPS.
Hopefully not a c&d when they're done.Honestly this is such a ridiculous mod, and I mean that in a good way. Its astonishing what you guys have been able to accomplish.
I'd read a fucking book that documented the development of this shit. Hope you two get the recognition you deserve for this.
Hopefully not a c&d when they're done.
Capcom endorses it. It's a sticky in the community hub on steam.
Capcom endorses it. It's a sticky in the community hub on steam.
Hello!
One more update. This week's a 2-room pack
Enjoy the WIP pictures and video!
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Let's back to the work!!
It also looked a little more worn.Looks good. I don't know if it's just me, or the angle, but doesn't the original texture start with 5S rather than SS:
This is like my favorite thread to see bumped.
This is like my favorite thread to see bumped.
Looks good. I don't know if it's just me, or the angle, but doesn't the original texture start with 5S rather than SS:
Would it be fair to say there is less chance of finding original textures for the Island, resulting in more recreations instead? It seems a much more generic location compared to the rest of the game.
Do you have a plan for the item/treasure textures? I assume you could save a lot of time if you could just take renders from the 3D model to create new HD textures for the menus. I touched up a lot of the textures in the Dolphin pack and some items with a lot of gem combinations, like the lynx and lanterns, are a real pain to do over and over again for every possible arrangement.
Looks good. I don't know if it's just me, or the angle, but doesn't the original texture start with 5S rather than SS:
It also looked a little more worn.
I'm kinda worried about the rocks on the right here. It looks very strange.
I was thinking the same thing - A transitional texture. I will keep that in mind for when my turn at it comes.It kind of has to be that way. The wall around the door is the same wall from the Krauser area, so to avoid a continuity error it has to be the same lighter sandstone. It may clash a little with the darker rocks in this area, but you're never going to turn around often enough for that to be an issue. One compromise I can think of would be to have the new sandy colored wall partially covered by a layer of bricks that are similar to the original texture, but with enough of the sandstone wall still visible behind so the player can see that it is in fact the same wall from the Krauser area. That way it can still blend in without breaking continuity. Here's a really quick and ugly example:
But it would take some extra work for something that I don't think is a major problem, and they've got plenty to do as it is.
Hello!
One more update. This week's a 2-room pack
Enjoy the WIP pictures and video!
More info at re4hd.com as usual
https://youtu.be/HeLhfL9K5JM
Let's back to the work!!
Yup - to match the doors on the opposite side.The doors with the back and yellow are swapped left and right. Any reasoning for that?
From the website.Looking forward to a re texturing of Leon. Is he planning on doing that?
We are working through the game in the following order:
Environmental Textures
Items and Weapons
Enemies, NPCs, Playable Characters, Misc.
Mercenaries, Separate Ways, and anything not covered above
I think it might even be 59.
EDIT: Nah, yeah you're right it's 5S.
Hummm... Not sure... it could be a 5, you are right...
And this texture was recycled from one of the first rooms in the game. It wasn't one of our best textures hehe.
I'm taking note of both. We'll take care of them in the next revision stage![]()
From the website.
Oh does it? It seems logical that the warning strip should be on the opening so workers can see where it might move, they need a warning on the hinges less.Yup - to match the doors on the opposite side.
Oh does it? It seems logical that the warning strip should be on the opening so workers can see where it might move, they need a warning on the hinges less.
Looking at it again, it might even be 15S, or 158, with the 8 being very worn. Either way I'm sure you'll make the right choice when you do the finishing touches.
Good point. It seems maybe the doors on this side were correct and the Krauser side was the one that needed flipping. But whether that matters enough to redo it is another thing.
Ha, we're going to end up nitpicking Cris and Albert to death here. But that's what happens when the quality of the work is so high.
I can see what you're talking about, but maybe it could be 159, with the top of the 1 being faded, and the 9 blending in with the darker area of the wood. What do you all think?Right away it looked like i5S to me. Tried to bring out the detail a little in PS. It could also just be me seeing it wrong.
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That'll be easy enough to address in the next pass.Good point. It seems maybe the doors on this side were correct and the Krauser side was the one that needed flipping. But whether that matters enough to redo it is another thing.
Agreed - we definitely appreciate the feedback!To be fair Cris and Albert have so much done/to do I'm sure they appreciate folks pointing out things. It's not like anyone's being rude and they seem to be perfectionistsIt's amazing how fast time passes, it's been over 2.5 years since Cris started this!