Hi! Today I’m sharing my progress on the ancient ruins area where Leon fights Krauser.
First of all, I found out the way to edit the ugly shadow that Leon and the enemies cast on the floor in this room and in the previous one. The shadow looks okay when the light source is in the right position, but most of the time it looks bad, too dark, and it gets cut off by walls or just floats when Leon is near the edge of a cliff / hole / stairs. I just needed to hex-edit a few numbers inside one LIT file that you can find inside the UDAS file for this room (just in case someone is interested) so I was able to change the length and projection angle of the shadow.
It’s been pretty hard to find the right materials for those ruined bricks and walls, but I think the end result is quite faithful.
As usual, I added some extra 3D details here and there and fixed some distortions, bad mapping, and several 3D issues. I’m satisfied with the results but I feel the animals in the Holy Beast puzzle could be re-created in a more realistic way…
I made the final door a little bigger because it’s huuuuge on the other side! And I’ll make it a little smaller when editing the next room. So they will look more or less the same size on either side. The text is placeholder. We’ll listen to any suggestions! Currently it says: “Warning: Entering a military training zone. Keep out during training periods. Danger of death by possible stray bullets.” XD
I hope you like these work in progress pictures and video!
This room is, without question, the room I’ve spent the most time on in the game. It has been my “Mt. Everest.” Just about every beam structure, object, and piece of machinery in this room needed some correction.
Additionally, I learned that there is an upper limit (though it is unclear exactly what that limit is) re: how complex the geometry of a single level can be. You see, this room has many chains that in the original game are represented using flat textures. In revising this room I replaced every chain with fully 3D modeled versions, which was too much for the game engine. Optimizing the 3D models to reduce the complexity of the chains (especially those far away from the player) corrected the issue.
I’m really happy to be able to leave this room for the time being. Please enjoy these comparison shots, which are just a small sample of the sheer number of corrections made. Thank you!
Hello again! I’ve been able to post this while dealing with heat and humidity… I hate summer! haha
This update will cover both cave rooms 31a and 31b. And Saddler finally introduces us to “It!” (U-3)
This area uses lots of generic metal / stone textures, so the updates are pretty straightforward this time. I added some new 3D details here and there as usual, especially on the doors and control panels. I also tried to fix that terribly patterned stone wall you can see before fighting U-3.
Don’t hesitate posting your thoughts about the work in progress pictures and video! 😉
This is a very small room, but filled with lots of small 3D corrections to make. At the end I’ve included example pictures (not a complete list) of the 3D corrections and improvements made in the room. Enjoy!
Hello again! Here comes one of the most iconic areas of the game: Saddler’s room!
I didn’t like this area the first time I reached it… because it was an homage to the movie! At the time I didn’t like the movies at all… Now, I consider them quite an entertaining experience, not related at all to the games, and I like the first one the most, actually.
This area is full of shiny metallic surfaces. I tried to apply everything I learned about specular / bump mapping the last few months (with the obvious limitations of this game’s graphic engine).
You can see the results of applying custom specular and bump maps to some of the textures in the video.
Please, feel free to comment on these work-in-progress textures (most of them are re-creations) and the model edits!