Brief Room 329 update!

This room will drive me crazy…
Here go 2 huge comparison renders!
After seeing them, I’ll ask you to take a look at every single detail of the entire place. Then, you’ll understand why this and the next room are the most challenging areas in the entire game!
I’m at the 40% of remastering process of this room, by the way, but I wanted to let you know this specific area is taking my sanity to the edge XD

This entry was posted in Progress Updates and tagged , , , , . Bookmark the permalink.

33 Responses to Brief Room 329 update!

  1. Frank Nitty says:

    Keep up the good work. U CAN DO IT [in my Bobby Boushay voice]

  2. Tumtist says:

    Holy **** thats some insane improvement here,great job sir!!

  3. Majora says:

    40% of the game or 40% of this specific area?

  4. Luke says:

    WOW! great work as usual

  5. sean says:

    does 40% mean this project will take another 2.5 years to complete? I hope your planning on releasing another demo soon. I wish I understood how your process worked, like you say some sections are “in progress” while others are pending but when you show screens of certain areas it looks like you have a lot finished. Why do you have so many “in progress” instead of finishing each section off completely before moving on?

    • albert says:

      Sorry, I meant 40% of this room 😉
      About “In progress” and “Complete” meaning:
      In progress; I’ve done the first revision
      Completed: Cris revises all my work, plenty of detail revision, lots of extra 3D edits and brand new and improved HD textures, then I revise his work again in search of the final refinements.
      And that’s it! 🙂

  6. adam says:


  7. Alvare says:

    I 100% realize it is a lot of work.
    Each part needs either: uv re-mapping, correcting vertices, adding in new geometry, re-texturing layer by layer in Photoshop and looking for resources online or within maps. Repacking and impacking of files, ordering the structure, keeping track of what’s replaced.

    From the get go, you guys mentioning the 3D edits, I knew this project was going to be huge. But so is my respect for you two.

  8. LV-426 says:

    I’ve played this game dozens and dozens of times. I imagine when I play your revised version it will feel like experiencing it for the first time again. Take your time. We’ve waited more than a decade for the game to get this level of TLC. We can wait a little longer 🙂

  9. Paulo says:

    Hi, Albert. Is this room really driving you crazy? It seems you’re doing fine. 🙂
    But it’s difficult for me (or anyone not involved in this sort of work) to really understand the technical aspects of it.
    For example, while i do understand how image processing works, i cannot fully understand the difficulties of working on a texturing 3d context like this.
    Maybe one day, (when you finish the project), you can make a small video, talking about your process, the challenges, etc. of working on this game. That would be very interesting.


    • Cris says:

      Hey Paulo – That’s a great idea and certainly something we’ll strongly consider once the project is completed. Putting together a “making of” or “behind the scenes” compilation of some sort would be fun for us and informative for others, I believe.

  10. mofailed says:

    Trying to understand which room this actually is, is it that communications tower with a cut scene? Please make sure you’re getting proper rest in between areas as I know how time consuming all this is, I’ll bet you spend entire days doing these corrections. My donation was worth every penny but not if you guys get tired & upset. Remember your fitness guys? Take care & I have full faith you will tackle these corrections in due time. One day at a time…

    • Cris says:

      Hey there! This is from the room where Leon and Ashley escape from Saddler (with Ada’s help). The specific part that Albert shared above is from the hallway that Leon and Ashley run into. You can see Leon and Ashley running toward it here: (please note this is not our video – just a playthrough I found on YouTube. It should jump to the 8 minute, 57 second mark where you can see the structures from the comparison images).

      Thanks for the encouragement to maintain a proper life balance. The good thing is that we’ve developed a good, sustainable rhythm (otherwise I would be completely burned out by now! :)) And thank you for the donation and support!!

  11. Dalek Caan says:

    Holy shit, the new version looks so awesome it’s unbelievable. Keep it up, guys!

  12. DarkSamus says:

    At this stage when showing off your in progress shots Albert what percentage total would you say the room is complete?

    Not this post specifically, but other ones where you post a video?

    • Cris says:

      Hello! Hope you’re doing well. That’s a little bit difficult to quantify, but i’ll do my best. If were talking strictly about the number of textures he has revised versus the number of textures that I end up revising in a given room, then it’s probably somewhere in the range of 80 to 90% complete. From my perspective that makes it nice because I can focus on refinements that take a bit more time. I’m very thankful for all of the “heavy lifting” that Albert has done in each room before I get to it. When it comes to 3-D revisions, I would say it’s about 60 to 80% complete, though that figure may go up when it comes to the island section because he’s been making more and more improvements with each new room. So there may end up being less for me to work on the further I get into the game.

      I hope that helps answer your question. 🙂

  13. Wyrtt says:

    Found you year or 2 ago, I honestly dont remember.
    I waited and will wait forever. This level of work and didication is too impresive.

  14. Alvare says:

    As for revising models, I think the background in the island section deserves a little more attention too. There are a lot of billboard planes that represent rocks and architectural structures that could be easily remodeled. Just figuring out which files is where it’d get difficult.

    • albert says:

      I agree, Some of those “billboards” are easily improvable by just making HD the texture and the alpha channel but I remember some rocks in the first Island area that looked atrocious… We’ll take care of everything looking too flat 🙂

      • Sergey Tokarev says:

        Also, can you take a look at the sky in cemetery area, Albert? Especially during a cutscene:

        • albert says:

          I’m seeing some posterized effect in the UHD screenshot. Is that the problem or it’s something else?
          Thank you for posting them!

          • Alvare says:

            The fog distance looks to be decreased in the wii version. And overall, a more blue tint than the warm uhd.

          • albert says:

            Yes, the tint thing must be the same issue I’m fixing in other rooms (I haven’t compared this area with GC/Wii vesrion yet). Maybe the fog density gets fixed when I remove the wrong tint, too. Sometimes, apparently unrelated issues are a consequence of the same problem.

          • Sergey Tokarev says:

            Yeah, sky ‘posterized effect’ is more noticeable in UHD version, maybe it’s because of a low-res skybox texture. However, I saw same effect on Leon’s clothing in this area in Wii version. Didn’t made a screenshot for that, maybe it was a specific problem with emulation.

          • albert says:

            You are right, I remember Leon was posterized in Dolphin emulator in this area O.o … I don’t know why…
            Did you saw that same posterization when using our HD textures?
            Maybe the sky model is bad mapped and what we see here is simply a ultra stretched dds texture artifact at a huge scale

          • Sergey Tokarev says:

            Now that you mention it, I think it was a problem with a low-res specular map, maybe (if Leon’s model even use it)?
            Just take a look:
            UHD original textures:
            UHD with your mod:

            Original clothing texture look posterized. Didn’t saw any problems with your textures.
            Yeah, I think skybox texture in cemetery area is stretched and that’s why you see this ‘effect’. But there’s more fog/lower fog distance in wii version and it’s not that noticeable.

      • Alvare says:

        We’re on the same page, as you’re pointing out the exact place without me even mentioning it. xD

  15. togan says:

    Hey albert, are those walls padded ;DDDDDDDD



  16. Michael says:

    Very impressive. I’ve been following this mod for a while. Kudos to you guys.

Leave a Reply

Your email address will not be published. Required fields are marked *