Leon, Ada, Male Ganados and More…

Let the party begin!

It’s time to show all the work I’ve done on Leon, Ada’s textures and models, and the male ganados’ textures. Well… the Spy Ada costume and tactical vest for Leon are also ready, but this post is way too long… So, I’ll save them for another occasion.

What I’ve done:

  • Re-created textures (Ganado textures are based on Cris’ work. As you know, some of them were already included in the last release pack)
  • Rounder fingertips during cutscenes
  • Real eye shine
  • Rounder shoulders, sleeve, and flashlight for Leon (the non-coat version)
  • Leon’s shoulder holster (left band) doesn’t clip anymore through his shirt
  • Hi-poly heads for Leon and Ada
  • Hi-poly arms, hands, neck and other details for Ada
  • Restored Ada’s dress physics
  • Ada’s dress and ribbon are now dual-sided (they were transparent when seen from the opposide side; see pictures LAGC_34.jpg LAGC_36.jpg LAGC_36.jpg)
  • And days and days of normals adjustments for vertices and bone weight corrections X((((

There are still some adjustments to be done here and there and for the first time I’ve been playing and recording the video at 60fps. Even though the recording program (Fraps) always generates some slight frame rate drops, you’ll notice the HD Project parts of the video run smoothly 🙂

I hope you enjoy this loooong video and all these comparison shots!

Have a nice weekend!!

 

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Quick Update About Leon!

Hello everybody!

I’ve been working a lot on Ada and Leon’s models and textures these last few weeks and I can’t wait to share a post that includes a detailed list of all the improvements I’ve made so far! (Some of them are unexpected improvements that I thought were impossible to accomplish!)

But before that I want to polish a few things and I want to make sure all the edits are stable, both in-game and during the cutscenes. Everything seems to work fine so far, so I’m quite optimistic about that. 

In the meantime, I’ll share with you some comparison images of Leon’s new look. I don’t mean to brag, but I’m really proud of the results! I really hope you also like them 🙂  Maybe I should erase some of those small mustache hairs, haha.

[CLICK ON THE IMAGES FOR FULLSIZE VIEW]

 

 

 

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Remastering Ada and Her Arsenal (Work in Progress)!

Hello everybody!

This is the second post related to the weapon texture and 3D model remastering process. At the same time, I’m taking the opportunity to show you the “work in progress” results of my work toward remastering Ada. It still requires some touch-ups here and there.

Regarding her weapons, this is what’s been done so far:

  • Hi-poly inventory models (they are the same models the game uses in the Merchant store)
  • Examine view 3D models used in-game (this feature already was included in the latest release but I’ve optimized them a bit more)
  • New re-created textures for the Examine view have been applied to the Inventory and in-game weapon models

And here’s what’s been done for the Ada’s in-game model:

  • Corrected some clipping issues with her neck ribbon
  • Hi-poly hands for all the weapons (She still had the low-poly PS2 hands!)
  • Re-created textures
  • Imported textures and gun models to the cut-scenes

And that’s it! The progress on Ada is still a work-in-progress. For example, her neck ribbon and eye textures still need to be redone. I really like how her face looks now: She’s virtually identical ingame, but in HD (and I don’t see the dreaded “uncanny valley” result that some face re-texturing work suffers from).

I hope you enjoy the comparison images and video. We are waiting for your feedback! 🙂

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Examine view Weapons and Items!

 

Hello everyone!

We’re back with new regular updates about our project. This post covers the remastering progress for the textures and models displayed in the “Examine View.”

As some of you know, the weapons are based on real life models. I tried to be faithful to the original RE4 textures while using those real life weapons as reference. It was interesting to see why some of the weapons’ original textures look grainy. I always thought it was a cheap trick to give the weapon some texture detail and that it looked quite bad. But nothing could be further from the truth — those weapon materials are made of some kind of plastic that DOES have that grainy texture.

Regarding the items, fortunately only a few of them really needed a total remaster process. Others only needed partial touch-ups, and a few more just need a few Photoshop filters. Finally, a decent bumpmap did the rest.

As you can see in the video, I’ve applied custom specular values to every item. It’s even possible to apply different brightness to different parts of the same model! This is great because we can make wood and different kinds of metal and plastic shine at different intensities and with different specular values.

My next post will cover how these new models and textures look in-game. Enjoy the pictures and video! 

 

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Some Fixes and Updates for our Latest Release!

Hello everyone!

Thank you to everyone for downloading the latest release and sending us all your feedback! Thanks to that feedback, we’ve been able to correct a few issues and make some adjustments. Our July 13th, 2018 release is not the final release, but it’s BIG enough to deserve some patches if needed.

Issues Addressed in this Patch:

  • Rifle (semi-auto w/scope) examine view fix:
    • The game would crashed when you examined that model.
  • Silencer (Leon’s Handgun) has been re-included in the inventory:
    • We originally removed all beta and repeated items in Leon’s inventory “.dat” file in order to gain extra space to store higher polygon versions for the other inventory items. However it seems that some people still use that silencer via a Trainer. No 3D detail of the other models has been lost because of this re-inclusion.
  • Chinese language fix for the “Got something that might interest you” Merchant cutscene:
    • The MDT file included in the evd file was wrong and made the game crash when subtitles were ON.
  • Chinese language fix for the Miniganmes item descriptions:
    • The MDT file included in the omk_pzzl.dat files was the wrong version.
  • Motion blur restored to default values:
    • We originally increased the motion blur effect for certain areas of the game to better match the Gamecube version (that effect was more obvious at SD resolutions), but this has caused dizziness for some, and many simply do not prefer it.
  • Adapted r100.udas file (the very first area of the game) for the “Flawless Widescreen” mod: 
    • This will address crashes encountered in the first area of the game for those using the Flawless Widescreen mod.

DOWNLOAD: 7/13 Release Patch (Direct Download) | Mirror 1 | Mirror 2

Installation Instructions

  1. Download the patch
  2. Extract it in the Resident Evil 4 folder (for typical Steam installations, the path is: “C:\Program Files\Steam\SteamApps\common\Resident Evil 4”).
  3. This is what the folder should look like after you’ve extracted the files:
  4. Run the “install-713-patch.bat” file by a simple double clicking. DO NOT run as administrator. Some Windows 10 users you *may* need to follow these steps.
  5. The script will ask you three questions:
    1. In addition to installing the rifle, silencer, and cutscene fixes, would you like to install the corrected Motion Blur files[Y/N]?
    2. Are you using the Ada RE2 costume for cutscenes included in our Release-3 pack[Y/N]?
    3. Are you using or planning to use the Flawless Widescreen mod[Y/N]?
  6. After you answer “Y” or “N” to these questions, the script will take a few seconds to complete and you’ll know the script has completed when you see a prompt to “Press any key to continue…”
  7. Enjoy the fixes!

 

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The Next Release is Now Live!

As promised, our next release is now live!

The link below will take you to the instructions and download links (please read the instructions carefully — you can do it while the files download):

RE4HD Project – Release 3 – Instructions and Download

Note: We have added a Torrent option for downloading this release. Please seed the file after you download it (if you have the bandwidth) to help others have decent download speeds as well. Thank you for your patience and support!

Note #2: We have added a troubleshooting page to address common issues encountered. Please review if you experience any issues.


WHAT’S INCLUDED:

Note: This is not the “final” release — there are several things that remain, like enemies, NPCs, playable characters, weapon and item refinements, etc.

  • Village Pack – UPDATED
    • All textures, 3D edits, lighting and effects improvements to date
  • Castle Pack – UPDATED
    • All textures, 3D edits, lighting and effects improvements to date
  • Island Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • Separate Ways Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • Assignement Ada Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • The Mercenaries Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • Subscreen and Menus and Weapons Pack – NEW
    • Re-created menus and subscreen background images
    • Improved inventory item models and textures
  • Weapons Pack – NEW
    • In-game weapon 3D models and textures based on the higher quality “examine view” version
      NOTE: Weapon textures will receive a complete makeover in the final release
  • Items Pack – NEW
    • In-game item 3D models and textures based on the higher quality “examine view” version
      NOTE: Some item textures will receive a complete makeover in the final release
  • Cut-scene Pack – NEW
    • Fixed and restored effects from the Gamecube/Wii version that got lost during the HD porting process
    • Improved cutscene-exclusive textures and 3D models
    • Low-polygon Ganados have been replaced with the higher-polygon version
    • Some lighting adjustments here and there
    • Some effect adjustments here and there
  • Miscellaneous
    • Enemy torches and crossbow arrows cast real time light
    • Improved barrel and tank explosions
    • Fixed some minor sound bugs
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Announcement Trailer #3!

Hi everyone! We are happy to share this announcement with you! Take a look at the video (in fullscreen, of course) and then read the details below!

Here are the details about what this release will include.

Note: This does not mean the project is complete – there are several things that remain, like enemies, NPCs, playable characters, etc.

  • Village Pack – UPDATED
    • All textures, 3D edits, lighting and effects improvements to date
  • Castle Pack – UPDATED
    • All textures, 3D edits, lighting and effects improvements to date
  • Island Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • Separate Ways Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • Assignement Ada Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • The Mercenaries Pack – NEW
    • All textures, 3D edits, lighting and effects improvements to date
  • Subscreen and Menus and Weapons Pack – NEW
    • Re-created menus and subscreen background images
    • Improved inventory item models and textures
  • Weapons Pack – NEW
    • In-game weapon 3D models and textures based on the higher quality “examine view” version
      NOTE: Weapon textures will receive a complete makeover in the final release
  • Items Pack – NEW
    • In-game item 3D models and textures based on the higher quality “examine view” version
      NOTE: Some item textures will receive a complete makeover in the final release
  • Cut-scene Pack – NEW
    • Fixed and restored effects from the Gamecube/Wii version that got lost during the HD porting process
    • Improved cutscene-exclusive textures and 3D models
    • Low-polygon Ganados have been replaced with the higher-polygon version
    • Some lighting adjustments here and there
    • Some effect adjustments here and there
  • Miscellaneous
    • Enemy torches and crossbow arrows cast real time light
    • Improved barrel and tank explosions
    • Fixed some minor sound bugs

More details to come, but for the time being, we hope you look forward to its release on Friday, July 13, 2018. Thank you all!

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Menus and Explosions! (While We Are Preparing the BIG Post)

Hallelujah! … I finally had some time to share something 😛

I’ve been polishing tons and tons of small (and not so small) details these past few weeks, so the project continues at its usual rate. The only difference is that all the edits we are doing now are not as visually outstanding as previous ones. This is the main reason that the time from post to post is longer now.

This week I’ll show you a few re-created menu background images, an alternate opening sequence, and improved explosion effects.

Do you remember the original Gamecube Capcom logo opening sequence? I’ve missed that gloomy sky so much! Here’s the original Gamecube image:

But I don’t miss it anymore because I found the original texture and ported that sequence back in! 🙂  (See the image gallery below.)

Also, I’ve re-rendered the 360º panorama of the Village that you can see on the Main menu when you beat the game. This is the original:

I think I nailed the camera angle pretty well! It was easier than I thought. The more complicated task was to match the colours, shadows, fog and sky… You can see the complete image in the video and a portion of it in the gallery.

In addition, the Movie Browser menu has been remastered, too! 

Finally, take a look also at the new flame grenade explosions  in the picture and video. Now the fire casts light as it should! 

 

And that’s all for now… Please, stay tuned for the next post!! 😉

 

 

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RE2 20th Anniversary in Spain! – Gamuza.es Interviews us

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Island Improvements (Part V)

Hi! It’s been a while since the last post…

But it’s all been for the best. I’ve done a lot of boring and time consuming mini-tasks:

  • Multilanguage sub-screen menus:
    All text and textures in all 6 languages for the inventory, Merchant shop, map, file organizer, etc.
  • Optimization of hundreds of cutscene repeated textures:
    As some of you know, there are certain textures repeated in most cutscene texture .pack files (like Leon’s face, all of Ashley’s textures, Ada and Ganado textures, etc.) I’ve included them inside the 07000000.pack file (a “master” pack file which is loaded at the start of the game). So, the same texture that was repeated more than 100 times is now just one single texture. All the repeated textures have been replaced with dummy 4×4 dds files.
  • Some redirected cutscene texture calls:
    A lot of cutscenes use stage textures, but they were copied again inside the corresponding cutscene texture .pack file instead of using the stage texture .pack file. I’ve redirected these texture calls to the stage .pack files and all the repeated textures inside the cutscene texture .pack files have been replaced with dummy 4×4 dds files, too.

I have no idea how big the cutscene texture packs would be if these 2 last points hadn’t been possible. I’d say the final version won’t reach 1 GB (only the cutscenes textures I mean), which makes me think that an non-optimized HD version would easily reach more than 5 GB in size.

And here goes the regular update:

Finally, I’ve revisited ALL the Island rooms. Their lights and effects are now revised and improved, just like all the other areas of the game. As usual, I’ve improved more of the 3D models and textures as I went. I hope you like the comparison images (a small selection) and the cutscene comparison video!

And now it’s time to prepare something BIG. We’ll keep you updated about it 😉

 

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