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Resident Evil 4 HD Project - Progress Thread

I have a question since its almost releasing soon, will I still need to use an external shader to fix the incorrect gamma for the game? or the mod will take care of it.

Example of incorrect gamma is right on the capcom screen where its a dull grey instead of white...same with fireplaces which should be white hot looking dull grey.

EDIT: I just went through the previous page and got my answer....your mod is perfect, BIG THANKS!
 
Thank you very much for keeping this mod so active. I know how much work it takes to retexture a full game like this, even without 3D/effects edits, and the fact that you've kept up without any momentum loss for so long is really inspiring. You must be two of the biggest RE4 fans out there.

Some of the comparisons in the latest batch show more deviations from the source material than I've come to expect from this project. Any particular reason for that?

I do agree that a few of these are little less faithful than usual. This wall stood out the most:
VR_01a.jpg

VR_01b.jpg
The pattern of the bricks and the protruding segments to Leon's left and right haven't been maintained in the new texture. It looks good, it's just not as uncannily similar as a lot of the other textures have been. Also, it may be due to the lighting fixes/enhancements, but the color temperature of the castle in general seems a little colder than the original. It's hard to know for sure without playing, so I wouldn't really want to judge anything until seeing it in action.
 
I do agree that a few of these are little less faithful than usual. This wall stood out the most:

The pattern of the bricks and the protruding segments to Leon's left and right haven't been maintained in the new texture. It looks good, it's just not as uncannily similar as a lot of the other textures have been. Also, it may be due to the lighting fixes/enhancements, but the color temperature of the castle in general seems a little colder than the original. It's hard to know for sure without playing, so I wouldn't really want to judge anything until seeing it in action.
Thanks for the specific feedback! This particular wall texture has an interesting story. When I first remade the texture, it was before a) we had the ability to revise the 3D models, and b) before Albert had taken a personal trip to the applicable castles for additional photography. So when I remade the texture, I saw that in almost all instances the protrusions were not reflected in the 3D models - it was just a flat surface. I also was limited in the source photography available and had to fill in some of the detail with different brick textures. This resulted in the texture you see above, which I was happy enough with to move on from, but that differs enough to be noticeable.

The good news is that, as you know, we are now able to improve the 3D models to reflect the protrusions indicated by the original texture. Also, Albert's photography trip yielded high resolution source photography for this particular wall. So, in the final version this will be a much more matching enhancement of the original.

Edit: Oh, and re: the color tone, that is due to Albert's corrections to restore the color tone to the original GCN / Wii version. I will let him speak to that in more detail though.

I hope that's helpful context and info! :-) And if other shots stick out, please let us know. Like I said, there's either an interesting story or an opportunity for us to improve. :-)
 
I have a question since its almost releasing soon, will I still need to use an external shader to fix the incorrect gamma for the game? or the mod will take care of it.

Example of incorrect gamma is right on the capcom screen where its a dull grey instead of white...same with fireplaces which should be white hot looking dull grey.

EDIT: I just went through the previous page and got my answer....your mod is perfect, BIG THANKS!


I think if you set the game config. brightness to the maximun and use our corrected colour room files you'll get a pretty decent result. I'd say almost perfect (compared to GC/Wii colours) :)

Thank you very much for keeping this mod so active. I know how much work it takes to retexture a full game like this, even without 3D/effects edits, and the fact that you've kept up without any momentum loss for so long is really inspiring. You must be two of the biggest RE4 fans out there.



I do agree that a few of these are little less faithful than usual. This wall stood out the most:

The pattern of the bricks and the protruding segments to Leon's left and right haven't been maintained in the new texture. It looks good, it's just not as uncannily similar as a lot of the other textures have been. Also, it may be due to the lighting fixes/enhancements, but the color temperature of the castle in general seems a little colder than the original. It's hard to know for sure without playing, so I wouldn't really want to judge anything until seeing it in action.

Hehe the texture was faithfuly re-created by Cris but as Cris said I made some pictures to the real wall.
I also remapped the entire "cabin". It has more sense when you see the entire thing.

Lots of rooms have a colder colour now because I removed the wrong red tone. And yes, it is "wrong" because that colour is a side effect of a broken effect that got messed up during the GC/Wii --> HD consoles porting process

Now those rooms have the same GC/Wii colours :)
 
I THOUGHT the game's color tone got warmer with the recent HD ports!

Amazing. Everything about this project is utterly amazing. Fantastic job. Really hope it pays off for all involved.
 
Hehe the texture was faithfuly re-created by Cris but as Cris said I made some pictures to the real wall.
I also remapped the entire "cabin". It has more sense when you see the entire thing.

Lots of rooms have a colder colour now because I removed the wrong red tone. And yes, it is "wrong" because that colour is a side effect of a broken effect that got messed up during the GC/Wii --> HD consoles porting process

Now those rooms have the same GC/Wii colours :)

The good news is that, as you know, we are now able to improve the 3D models to reflect the protrusions indicated by the original texture. Also, Albert's photography trip yielded high resolution source photography for this particular wall. So, in the final version this will be a much more matching enhancement of the original.

Edit: Oh, and re: the color tone, that is due to Albert's corrections to restore the color tone to the original GCN / Wii version. I will let him speak to that in more detail though.
:-)

Thanks, that's what I figured was the case with the lighting. It's kind of funny, the few times I've criticized a texture it's always turned out to be the case that you had already corrected/improved it in a later pass. I still don't understand how you find these things in the real world... even knowing the town to look in, tracking a fairly nondescript brick wall down seems difficult.
 
Its amazing that capcom didnt realize the change in colors when transitioning over to the LCD gamma from CRT, to be honest very few companies take care of it, especially evident from PS2 remasters when were designed for CRTs.

Funny emulators and modders care more about this stuff then 'professionals'.

oh another question and you guys probably have it fixed, the specular highlights are fixed too right?
 
Question about this one:


I think the original chest had worn wood and oxidized gold, but the remake here cleaned it all up and made it super pretty.

Is that intentional? I like my worn beaten up treasure chest. :(
 
Question about this one:



I think the original chest had worn wood and oxidized gold, but the remake here cleaned it all up and made it super pretty.

Is that intentional? I like my worn beaten up treasure chest. :(

I was going to mention this although I wasn't sure if the original chest looked the way it did because of the low resolution of the original texture.
 
I was going to mention this although I wasn't sure if the original chest looked the way it did because of the low resolution of the original texture.

Yeah, this one doesn't feel right to me either and you might be correct that it's simply horrendous texture resolution on the original version but that gold just looks too clean and shiny.

On the original, the gold parts are sectioned and the nasty contrast and low resolution from the original looks like rust, corrosion or grime build-up in the recessions. Whatever the reason, the new one looks too clean, that metal needs to be more grimy.

edit: I should add, this is nitpicking. The sum achievement here is incredible and I've already donated multiple times over the years to show my appreciation.
 
Thanks for your comments!
I agree the chest texture needs to be revised. I just wanted to show the 3D edits :)
This texture was one of the first we did. I was happy with the results back then... I was... XD

So, no worries! it's in my "pending list" ;)
 
You guys are amazing. This is obviously a passion project and we appreciate it so much! I can't tell you guys how much I love this. I've played re4 a thousand times and I can't wait to play through it again after you guy's project is complete! :)
 
This particular wall texture has an interesting story.

Geez, you guys are unbelievably amazing! This sentence really says everything about your dedication to this project.

To have that kind of detailed and good-natured response about just one wall texture...it's astounding. And it's not even the first time. We all remember the Cheerios/pretzels thing. :)
 
I know you're planning on updating the character textures, but will you do any edits to the character models as well?
The idea is to touch up them only when needed. But we still haven't taken a decision about the details

Will you still be able to earn Steam achievements while using this mod?

The project installation only replace texture, 3D model and lighting files. Other thatn that, the game is still the same ;)
 
Is there anything you guys can do about the handful of animations that are still stuck at 30 FPS? I doubt it but it sure would be nice to have a fixed rifle reload animation!

edit:
The project installation only replace texture, 3D model and lighting files. Other thatn that, the game is still the same ;)

I see. Not a problem, you guys are incredible.
 
I wanna have a love affair with this candle stick.
This one is actually an example of what I meant when I said some of the new textures have deviated more from the original game. Nerrel mentioned the big one, which was a wall which I'm glad to hear has been addressed (by the way, it never ceases to amaze me how Albert just finds the right walls and stairs and such). The new treasure chest looking too pristine was another, which has already been addressed.

In this one, the brick pattern behind the new candlestick has a different pattern than the old one. It's doesn't really change the look of the scene, but it does stand out when placed next to the old one.
 
This one is actually an example of what I meant when I said some of the new textures have deviated more from the original game. Nerrel mentioned the big one, which was a wall which I'm glad to hear has been addressed (by the way, it never ceases to amaze me how Albert just finds the right walls and stairs and such). The new treasure chest looking too pristine was another, which has already been addressed.

In this one, the brick pattern behind the new candlestick has a different pattern than the old one. It's doesn't really change the look of the scene, but it does stand out when placed next to the old one.
This one has an interesting story too! :) It came up in the comments from this post way back in the day: http://www.re4hd.com/?p=1374 (specifically in response to this image: http://www.re4hd.com/wp-content/gallery/0049-luis-death/20CC.jpg ).

The original texture you see in the screenshot is a bit of a mess, but it can be thought of in 3 layers:

1. Original source layer: the columns and wall of one of Spain's cathedrals
2. Original layer + windows: Same as #1 but with a window patched onto it (used in room 201)
3. Original layer + windows + brick patch: #2 with a brick patch from another cathedral copy-pasted onto it to hide the window (you can see the windows peaking out at the top in the candelabra screenshot below, and you can see how haphazard the brick patch was since there was no effort to feather it into layer below - just a hard-edged rectangular copy-paste).

So for the room in the screenshots, Capcom took the modified texture with the window that they used in r201 and instead of simply going back to version #1, they poorly applied a brick patch to hide the window.

So for the HD revision we are simply using the original cathedral wall (i.e. #1). No overlapped windows and no overlapped bricks anymore. Just the original wall.

This is one of those instances in which the rule that “the original work is sacred” must be taken with a grain of salt. And we can say with near-certainty that Capcom did a poor job with this wall and the walls in rooms 207 and 20f, which share similar issues.

I hope that was as interesting to folks reading this as it was to me. :-)
 
This one has an interesting story too! :) It came up in the comments from this post way back in the day: http://www.re4hd.com/?p=1374 (specifically in response to this image: http://www.re4hd.com/wp-content/gallery/0049-luis-death/20CC.jpg ).

The original texture you see in the screenshot is a bit of a mess, but it can be thought of in 3 layers:

1. Original source layer: the columns and wall of one of Spain's cathedrals
2. Original layer + windows: Same as #1 but with a window patched onto it (used in room 201)
3. Original layer + windows + brick patch: #2 with a brick patch from another cathedral copy-pasted onto it to hide the window (you can see the windows peaking out at the top in the candelabra screenshot below, and you can see how haphazard the brick patch was since there was no effort to feather it into layer below - just a hard-edged rectangular copy-paste).

So for the room in the screenshots, Capcom took the modified texture with the window that they used in r201 and instead of simply going back to version #1, they poorly applied a brick patch to hide the window.

So for the HD revision we are simply using the original cathedral wall (i.e. #1). No overlapped windows and no overlapped bricks anymore. Just the original wall.

This is one of those instances in which the rule that “the original work is sacred” must be taken with a grain of salt. And we can say with near-certainty that Capcom did a poor job with this wall and the walls in rooms 207 and 20f, which share similar issues.

I hope that was as interesting to folks reading this as it was to me. :-)
Definitely interesting, thank you for providing much needed insight.
 
This one has an interesting story too! :) It came up in the comments from this post way back in the day: http://www.re4hd.com/?p=1374 (specifically in response to this image: http://www.re4hd.com/wp-content/gallery/0049-luis-death/20CC.jpg ).

The original texture you see in the screenshot is a bit of a mess, but it can be thought of in 3 layers:

1. Original source layer: the columns and wall of one of Spain's cathedrals
2. Original layer + windows: Same as #1 but with a window patched onto it (used in room 201)
3. Original layer + windows + brick patch: #2 with a brick patch from another cathedral copy-pasted onto it to hide the window (you can see the windows peaking out at the top in the candelabra screenshot below, and you can see how haphazard the brick patch was since there was no effort to feather it into layer below - just a hard-edged rectangular copy-paste).

So for the room in the screenshots, Capcom took the modified texture with the window that they used in r201 and instead of simply going back to version #1, they poorly applied a brick patch to hide the window.

So for the HD revision we are simply using the original cathedral wall (i.e. #1). No overlapped windows and no overlapped bricks anymore. Just the original wall.

This is one of those instances in which the rule that “the original work is sacred” must be taken with a grain of salt. And we can say with near-certainty that Capcom did a poor job with this wall and the walls in rooms 207 and 20f, which share similar issues.

I hope that was as interesting to folks reading this as it was to me. :-)

I do agree with you. Looking at the size of the bricks in the walls nearby, I think the new texture (with similarly sized bricks) makes more sense. The original really did look like what it was- a different wall pasted into that spot.
 
You guys are amazing, can't wait for the finished project. If you're not already working in the industry you really should get some good offers for the quality of this project, it's one of the best graphical remakes I've ever seen. Knowing the game industry though who knows if the pay would be worth it.
 
Did these blue lanterns correctly cast light like this in the Wii version? That is the one I played and I'm pretty sure they did. AFAIK the PC version was an enhanced form of the PS2 one since it had extended features, right?
 
Did these blue lanterns correctly cast light like this in the Wii version? That is the one I played and I'm pretty sure they did. AFAIK the PC version was an enhanced form of the PS2 one since it had extended features, right?

I'm think it's based on the 360 version, which was based on the GC version, and then the extras added in.

If it was based on the PS2 version like the Ubisoft RE4 PC port, we'd know because that version is hella uggles

I think Separate Ways in this version is based on PS2 tho, the geometry is different from the main game and reflects the PS2 version (I may be wrong and thinking of the Wii version?)

IDK about the lantern

albert_re4hd said:
EDIT: Oops, "How About No" already answered the question XD

Nah you did it better I'm running off remembered info from over 7 years ago lol
 
Did these blue lanterns correctly cast light like this in the Wii version? That is the one I played and I'm pretty sure they did. AFAIK the PC version was an enhanced form of the PS2 one since it had extended features, right?

This PC port is based on X360 port which was based on the Wii port (not PS2). So, it has the same light sources the GC/Wii versions have.

The merchant blue fire torch casts light only in some locations while it doesn't in others like this one. So, no, GC and Wii versions of the game had no blue light in this room ;)

EDIT: Oops, "How About No" already answered the question XD

There's nothing from PS2 other than the prerendered cutscenes (which already were that bad in the Wii version)
But it's true some Separate Ways models could be better ported to the Wii back in the day

Are you confined by the existing collision maps or could you actually make new levels for RE4?

I never tried that kind of edits. So, I don't have a definitive answer right now
 
Amazing work the last two years. I thank you guys for the exceptional work you've put in so far.

Will donate because this is how an HD remaster should always be.
 
I am waiting to play through RE4 again for the only the second time because of this mod. Really amazing work and your enthusiasm is inspiring.

Is there a tentative release window at this point? Fingers crossed for this finishing in the first half of this year 🤞🏻
 
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