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Resident Evil 4 HD Project - Progress Thread

That'll be easy enough to address in the next pass. :)

Agreed - we definitely appreciate the feedback! :)

Also, it may be 2.5 since the start of the thread, but Albert's research to find original texture sources and locations goes back to 2008! I don't see myself as having started this - I lucked into an awesome collaboration.

Ah well I meant more 2.5 years since you started this thread! I know Alberts been working on RE4 stuff for years going back to Ubisofts wonderful 'port' lol
 
Hi everyone! Just posted comparison shots of the latest refinements for the room with the 2 El Gigantes. Enjoy!!

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Ah well I meant more 2.5 years since you started this thread! I know Alberts been working on RE4 stuff for years going back to Ubisofts wonderful 'port' lol
Ahh, gotcha - sorry for the unnecessary correction!
 
I always thought the holes were weird when I played RE4 for the first time about a year ago. This is a great addition.

I don't have a gaming PC, so I don't know if I'll ever get a chance to use your mod, but I'm always excited to see your endeavors. Really nice work.
 
God, this thread has been one of my most special joys for the past two and a half years. Everything is so good. And I'm incredibly excited about how close we are to the end of the environmental textures!!

Cris and Albert, do you have any estimation on how long the character retexturing will be? How many unique textures are there for that? And are you planning on any 3D edits for that? (Smoothing out Leon's pointy shoulders, etc.)
 
God, this thread has been one of my most special joys for the past two and a half years. Everything is so good. And I'm incredibly excited about how close we are to the end of the environmental textures!!

Cris and Albert, do you have any estimation on how long the character retexturing will be? How many unique textures are there for that? And are you planning on any 3D edits for that? (Smoothing out Leon's pointy shoulders, etc.)

No timeframe estimates and no certainty re: what we will be able to improve from a character model standpoint yet, sorry. One thing that will help is that a lot of the textures (clothing, for example) are repeated with some modifications. On the other hand, I do think that the more organic and fleshy textures may present a bit of a learning curve (at least for me). This is basically a long-winded way of saying "I don't know -- we'll see." :-(
 
No timeframe estimates and no certainty re: what we will be able to improve from a character model standpoint yet, sorry. One thing that will help is that a lot of the textures (clothing, for example) are repeated with some modifications. On the other hand, I do think that the more organic and fleshy textures may present a bit of a learning curve (at least for me). This is basically a long-winded way of saying "I don't know -- we'll see." :-(

Hahaha, that's okay! I trust your work completely. And I can wait however long it takes! It will be an odd day for me when this finally releases, hahaha.
 
Wow!

This is the first time I've seen the textures integrated in game. It's astonishing how good it looks. Moreover, how accurate it looks.

Not sure if this has already been covered, but has Capcom expressed any interest in your project?
 
Hello!
I just published a new post in our site. I'm happy because I managed to find out a way of fixing some issues that always bothered me...

Here's the video
https://youtu.be/qWVzgiXonrA

You'll find some "technical" explanations (and maybe boring) about these fixes in our site:
www.re4hd.com

Wow, I was not expecting these kinds of fixes. It's nice to see that you're still pushing what you can do instead of just trying to get it done, those experiments have always paid off. I do wonder if the flashlight is too bright from a distance, since it still seems to be lighting things fairly strongly even from across the room, but maybe it should be (this is another of those cases where no matter what, your fix is better than the game).

You mentioned some of the white point problems, and the blown out contrast reductions look really great (Leon's arms don't glow anymore). Have you looked into the generally weird gamma/ darkness issue the game has?
UHD
Wii
I spent a lot of time tweaking a SweetFX fix for it, but I'd be happy if you could render it obsolete by actually fixing it in-game.

You also mentioned lighting glitches... when I was testing that SweetFX out, I noticed the farm and a few other areas have notably different lighting than the original- much cooler tinted, without the red haze of the original. That SFX fix (when used with color filter #4) makes almost every other area look nearly identical to the original, but in these few rooms it's suddenly far off. I assumed Capcom altered the lighting for those specific areas, but considering how hands-off they were with this port, that doesn't seem likely. I wonder if those shifts are also an effect glitch like the one you mention in the castle... You can see the shift here-
Wii
UHD+SFX
The docks map in mercenaries mode is another example of one of these blue/cool shifted areas.


Knowing that these things can be fixed with a few simple edits makes it even more frustrating that Capcom never bothered to... and didn't bother again on the console ports. Thank god for mods.
 
Wow, I was not expecting these kinds of fixes. It's nice to see that you're still pushing what you can do instead of just trying to get it done, those experiments have always paid off. I do wonder if the flashlight is too bright from a distance, since it still seems to be lighting things fairly strongly even from across the room, but maybe it should be (this is another of those cases where no matter what, your fix is better than the game).

:)
It should be like this if I'm not mistaken. I didn't edit any light value for that specific fix. It's all 3D model edit. And the 3D models that don't suffer of that issue behave like the corrected ones.


You mentioned some of the white point problems, and the blown out contrast reductions look really great (Leon's arms don't glow anymore). Have you looked into the generally weird gamma/ darkness issue the game has?
UHD
Wii
I spent a lot of time tweaking a SweetFX fix for it, but I'd be happy if you could render it obsolete by actually fixing it in-game.

Oh yeah! I know all these Sweet FX tweaks. It really worths a try!
Unfortunatelly I couldn't find the root of the gamma problem, so the best I can do is edit the LIT files of every room when I find something off.

You also mentioned lighting glitches... when I was testing that SweetFX out, I noticed the farm and a few other areas have notably different lighting than the original- much cooler tinted, without the red haze of the original. That SFX fix (when used with color filter #4) makes almost every other area look nearly identical to the original, but in these few rooms it's suddenly far off. I assumed Capcom altered the lighting for those specific areas, but considering how hands-off they were with this port, that doesn't seem likely. I wonder if those shifts are also an effect glitch like the one you mention in the castle... You can see the shift here-
Wii
UHD+SFX
The docks map in mercenaries mode is another example of one of these blue/cool shifted areas.

It's a mystery what the hell is wrong with the altered colours and why only some rooms have the exact same GC/Wii colours. I'm almost sure it wasn't made on purpose... :/

As I read somewhere and I 100% agree: "Original doesn't mean better". Sometimes it's just a matter of taste. They are mostly subtle differences and they never bothered me (I only noticed them when comparing side by side)

On the other hand, crushed white is clearly an issue and I'll try to correct all the instances I found (or at least the most noticeables)

Knowing that these things can be fixed with a few simple edits makes it even more frustrating that Capcom never bothered to... and didn't bother again on the console ports. Thank god for mods.

Not that simple XD But it's obvious the team porting the game from Wii to GC didn't pay enough attention. Or maybe they just had no enough time to do a proper port... :/
 
Fixing the tree pop-in is incredible, and something I wasn't sure was possible or if it would fall under the scope of this project. I never noticed it back when playing the game on SD tvs on the gamecube, but nowadays it's quite apparent when playing at a high resolution.

Amazing work.
 
Looking at the comparison shots in the OP... is the "original" side original GC textures or Capcom's remastered textures? I would like to see how the mod stacks up against Capcom's work more than the GC originals.
 
Looking at the comparison shots in the OP... is the "original" side original GC textures or Capcom's remastered textures? I would like to see how the mod stacks up against Capcom's work more than the GC originals.

They're using the original SD textures in the comparison shots. They've outlined the reasons for it before, but the point is that the "HD" textures Capcom did are mostly just the originals upscaled with filtering. The few textures Capcom did replace are often not that similar to what was there before, and since this mod is trying to be faithful to the original game, it makes more sense to compare to the originals rather than these replacements.

Not sure if this has already been covered, but has Capcom expressed any interest in your project?

It's been covered a lot. Capcom hasn't openly supported the mod, but they pinned it at the top of the Steam community page, so they're obviously not opposed to it.
 
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 perfectionists :P It's amazing how fast time passes, it's been over 2.5 years since Cris started this!

Wait, what? Did I just wake up from a coma? I could've sworn it was about a year ago.
 
If Capcom don't ask these devs for permission to do a release on PS4 then a crime will have been committed.
Their work needs to be enjoyed by everyone.
 
It's already amazing that you can find the original doors, windows, walls of buildings etc while traveling, but it's a whole another thing to have HD restoration of what appears to be just a random rock wall.

 
It's already amazing that you can find the original doors, windows, walls of buildings etc while traveling, but it's a whole another thing to have HD restoration of what appears to be just a random rock wall.

Ahmm... well. The only explanation I have is that it looked familiar to my eyes when I saw it during one of my texture-hunting trips and I took some photos just in case... I'd say I was lucky XD So... yes... it's the same rock wall 15 years later
And thank you! :)
 
Wait, what? Did I just wake up from a coma? I could've sworn it was about a year ago.

Yeah I know, feels like time has just rushed by :P Still, it's incredible seeing Albert and Cris' work and how they seem to get better at what they are doing the further along they get. Must be a great learning experience as well :) I really admire the dedication.
 
That's some mighty fine texturin', I tell ya what. When will this be completed? Is there an estimated percentage of how far along it is (40% done, 75% done, etc)?

Also Capcom needs to throw y'all some money and let it be an official HD upgrade for the game.
 
Ahmm... well. The only explanation I have is that it looked familiar to my eyes when I saw it during one of my texture-hunting trips and I took some photos just in case... I'd say I was lucky XD So... yes... it's the same rock wall 15 years later
And thank you! :)

Jesus haha. That's awesome.

Great work by the both of you.

Excited to see this continue.
 
Ahmm... well. The only explanation I have is that it looked familiar to my eyes when I saw it during one of my texture-hunting trips and I took some photos just in case... I'd say I was lucky XD So... yes... it's the same rock wall 15 years later
And thank you! :)
Haha, amazing.

That's some mighty fine texturin', I tell ya what. When will this be completed? Is there an estimated percentage of how far along it is (40% done, 75% done, etc)?

You can always check the progress summary on the site.
 
Those beams look so much better. Great stuff:

Here something seems a little off about the chain. Maybe it's just the angle the shot is at, but it doesn't really change in brightness as it goes down into the cabinet when it seems like it should. Also, since it doesn't seem to be in the original texture, was there a particular reason you wanted to add it? It looks fine and all, I'm just curious considering how strict you are with accuracy. EDIT: After looking closer it seems that chain and the hole actually may have been in the original after all, it's pretty hard to tell with the blur.
 
Do you have any plans to spruce up the Separate Ways exclusive areas? Like the shipyard?

Yes, We'll remaster everything with no exception ;)
Well... there is one exception: Separate Ways cutscenes. There's nothing we can do about that

Those beams look so much better. Great stuff:


Here something seems a little off about the chain. Maybe it's just the angle the shot is at, but it doesn't really change in brightness as it goes down into the cabinet when it seems like it should. Also, since it doesn't seem to be in the original texture, was there a particular reason you wanted to add it? It looks fine and all, I'm just curious considering how strict you are with accuracy. EDIT: After looking closer it seems that chain and the hole actually may have been in the original after all, it's pretty hard to tell with the blur.


Thanks!

And yes, if you look closely to the texture you can see a chain in that corner (it's barely noticeable from that angle)

About the chain going darker: it would be really time consuming to add shadows over the chain polygons. And to get into details like this one would imply entering into a spiral of never-ending perfectionism.

It's not like we don't like doing this kind of things hehe, but we must stop at some point...
I hope you understand! :)
 
It's not like we don't like doing this kind of things hehe, but we must stop at some point...
I hope you understand! :)

Of course, there are more pressing things to work on than a minute link of chain most players probably won't even notice (and that already looks fine anyway). Just doing my part to nitpick and add constructive criticism :)

What's your estimation of the workload the final chapter will require? It's mostly just the big scaffolding area, but it's so densely packed with junk that I imagine it's going to be tough unless a lot of the assets are recycled from earlier.
 
Of course, there are more pressing things to work on than a minute link of chain most players probably won't even notice (and that already looks fine anyway). Just doing my part to nitpick and add constructive criticism :)

What's your estimation of the workload the final chapter will require? It's mostly just the big scaffolding area, but it's so densely packed with junk that I imagine it's going to be tough unless a lot of the assets are recycled from earlier.

No problem!
There've been other even smaller details we've been dealing with. But that's because they were easy and fast edits.
So, don't hesitate commenting this kind of small details! It's really helpful :)

I think the final chapter will be an average area in terms of remastering difficulty.
The rooms I fear the most are the 2 previous lab areas before the final chapter... Those terribly low-poly models and ultra low-res textures... Those rooms will need an almost complete remodeling job. And the lab textures are not easy to re-create.
 
Brilliant work, as always. Love the attention to detail with placing the windows inside.
 
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