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Resident Evil 4 HD Project - Progress Thread

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.
 
Albert, I can't tell you how impressed I am with your work. Its just so refreshing to see this thread bumped every so often with new updates. I am eagerly awaiting the projects release to play through RE4 again.
 
Oh wow that mining room was a mess. It almost looks like what happens when videocards start dying and throwing random geometry pieces all over the place.
 
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!

They've got a full progress summary of the things they've covered so far. For the past many months they're still in the castle section (in progress). 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.

I think they're taking their time to concentrate on everything as much as they can, which in the end, is good for this mod.

Also, this is just environment textures (halfway done). Here's what they planned to overhaul this mod with in it's entirety.

– Environmental Textures
– Items and Weapons
– Enemies, NPCs, Playable Characters, Misc.
– Mercenaries, Separate Ways, and anything not covered above

So yeah, a realistic release timeframe for the full package would be somewhere around this month, in 2017.
 
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).
 
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).

Your efforts are much appreciated! Always looking forward to your updates. Also it's really cool to see the enthusiasm you still have for this game after spending so many hundreds of hours with it!
 
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?
 
This is my favorite thread to see new posts added to. Every time it's back on the main page I know I'm going to see something crazy impressive. It's one of my favorite games, and being able to see and some time next year play it looking like this is something that I did not think would ever happen let alone be made real by only two people. I played with your textures Albert back on the original PC release of this game too. Even back on the old version you made the game better.
 
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.

I can agree with that. If you're going to up-res everything, you had better prepare for the consequences. *cough*MonkeyIsland*cough*
 
One more update!
As usual, these are work in progress.
You'll find more info: www.re4hd.com

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https://youtu.be/gpV6uKbGOoI

The background relief of that puzzle is fom Palmyra :P

About finding the original locations... It's all because I've been searching for them during years. And I'm living in one of the cties they visited. For example, I have a few RE4 textures at 15 min away on foot from my home.
 
I loved this game on GameCube. I'm going to wait as long as I can before purchasing the PC version because these textures are absolutely amazing!
 
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've been going through all the RE games this year for the 20th anniversary, currently on Code Veronica. It's going to be so sad, once I get to RE4, knowing that this patch is not QUITE done yet.

Amazing work, as always. Can't wait for the patch!
 
"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.
 
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 agree!
 
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.
 
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.

If a person got as much love as RE4 is getting from Albert and Cris, they'd be the most loved person in the world.
 
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.
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.

Capcom doesn't want to be ashamed by putting in the work of a 3rd party who upstages them. Or probably wants to hit a specific release deadline before RE7 or some other arbitrary bullshit. "Our sharpening filter looks good enough, we promise!"



Fantabulous work as always here. I am ridiculously excited to play RE4 with this mod when it's finished. I check the site at least once a week for updates.
 
Thank you everyone for your support and comments! :D

I'm picturing your work room as something like this:

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Hahha oh no! All this chaos is in my head.. and in my hard disk ;P

"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.

That's exactly the problem! Thanks!

About the next room, yes, it's full of 3D inaccuracies everywhere but I already got rid of most of them. The textures are quite easy to re-create this time (a lot of them are reused)

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.

They really port UHD bugs to the new port?? :/
Could you post the image? I can't see it
 

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?
 
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?
 
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!
 
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!

Interesting. So there's no way to just warp to any given level through a trainer or something?

so when can we expect the c&d letter?? once it's almost finished?

This is a mod that requires you to buy the game. No reason for Capcom to shut it down. In fact, Capcom has shown support towards it.
 
so when can we expect the c&d letter?? once it's almost finished?

Capcom has actually pinned the topic about this texture mod on their RE4 Steam forums. This is just a texture mod, they won't take it down. They've also vocally said that they won't take down mods for their games, but also won't be releasing modding tools in the forseeable future. Mods do require the base game to work and all that.
 
Interesting. So there's no way to just warp to any given level through a trainer or something?
Oh, I'm not sure if there is or isn't a way to do that - for me this was just the simplest solution. :) And of course, I like playing through the game, so it was an enjoyable solution as well.
 
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?

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?

Mirror

It's the only pic w/ Ada in it on that page, so I assume this is the right one.

Thanks! I need to compare it to PC. It really looks like PS4 port has a gamma issue aswell...
 
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