Back to the Village for Some Fresh Air (Part VI) – MISCELLANY

Hi! As I promised last time, I’m showing you a pair of cool improvements among the ragbag of edits I’m posting this week πŸ™‚

  • Collision edits are now possible thanks to our tenacious friend Son of Persia, who’s assisting us during this long journey with his inestimable arsenal of tools.

  • Lighting edits. I’m showing you a few more examples of how these kind of edits are handled. Now we know the relationship between breakable items (torches, for example) and a light source, and how both are linked. There is a blue fire on the left in the image below. Also, you’ll notice something is wrong while watching the video…

  • Water edits. Yes, more of them! This time it’s not an improvement, per se. It’s just… a hidden layer of moving water that was underneath the quiet water. This moving layer disappears after activating the dam mechanism. πŸ™‚

  • Fire edits. Another example of how can a fire be “embellished.” πŸ˜›

  • And last but not least: Tada!! Again, courtesy of Son of Persia. He was able to understand the unusual bin file structure for those models. I suspect many of you will notice the difference simply from the screenshot below. πŸ˜›

And here goes the video. I hope you like it!

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60 Responses to Back to the Village for Some Fresh Air (Part VI) – MISCELLANY

  1. NEGAARMAX says:

    Se lucieron con los Hi-Poly ganados, de verdad no puedo esperar a que lo liberen.
    Saludos

  2. Gonzo says:

    Hola! me han encantando las mejores. Como puedo meterlas en el juego?

    • albert says:

      Hola!
      De momento estamos invirtiendo todo el tiempo disponible en ir progresando en el proyecto. Preparar packs para descarga lleva su tiempo.
      Pero tienes disponibles (quizΓ‘s ya lo sepas) dos packs para descargar aquΓ­
      http://www.re4hd.com/?page_id=4732
      Son packs fin finalizar, en especial la parte del pueblo, que solo tienen mejoras en las texturas. La parte del castillo ya es mΓ‘s completa y dista muy poco de lo que serΓ‘ la versiΓ³n final πŸ™‚
      Saludos!

  3. Cris Without H says:

    I am really happy about normal Ganado models being used instead of the low poly ones, but I can’t help but think that Merchant’s lantern should be there. I don’t think he’s open for buisness with all those Ganados around.

    • dodo says:

      I agree, the Merchant’s lantern shouldn’t be visible in the cutscene, imo.

      • albert says:

        Yep. That was an accident. It woun’t be there in the final version πŸ˜‰

        • Cris Without H says:

          Ah, that’s good to hear. Say, was it difficult to replace these low-poly ganados with regular ones? No problem with animations? I’d imagine something like this could glitch out easily.

          • Alvare says:

            Yeah, the way I work with models I’d think complicated animations wouldn’t work anymore. I mean, skin weights are connected to a certain vertex order, which could change every time you alter the geometry.
            I suspect the game handles this differently. I’m very curious how it works.

          • albert says:

            I’ve already edited some stage models with bones and weitghts successfully. The character models will be more complicated but I guess we should be able to do it, too.

          • Alvare says:

            Now I mention it.. Krauser had a gap when being cut by Leon’s machete in the battle cutscene. The vertex order was most likely left untouched because Cris and Albert only moved it’s position.

          • Cris Without H says:

            I also wonder whether it’d be possible to fix certain animation issues, such as Krauser’s arm bending oddly during the fight with Leon.
            Or, perhaps, even re-do the character models with more polygons. I mean, if they were able to replace the low-poly ganados with regular ganados, then perhaps replacing Leon’s gameplay model with his cut-scene model is possible. Or even a whole new model.

  4. Necdilzor says:

    Just wanted to say that I’m impressed with how much you’ve been dedicated to this project and the immense improvement to the game that it is.
    Keep going! πŸ˜€

  5. cms says:

    This has already been said again and again, but you guys are awesome! Keep up the great work.

  6. Sergey Tokarev says:

    That’s amazing! I didn’t noticed, but does this video have an improved rain effect you mentioned earlier?
    I think the broken positional audio is the only downside left in this version πŸ˜€

  7. Luigi Impero says:

    Thanks to you will never be enough for this masterpiece in continuous restoration.

  8. John Gardner says:

    So are these improvements going to be in the next available download? Like as an update to the current village and castle releases? You guys are making swift progress and I’m always glad to check back and see what you have next.

    Thanks πŸ™‚

    • albert says:

      Hehe sorry but we don’t plan future download beforehand so I’m afraid I don’t have an aswer for you right now.
      I’m glad you like our updates. Thank you for following us!!

  9. Pliskin says:

    Very noticeable improvement but in 1:47-1:50 the environment looks less detailed than the original, especially the cabin. Just wondering why that is.

    • albert says:

      I still haven’t re-revised that room. The only improvement since the Village release is the ganados’ models. Maybe that’s the reason.

  10. Toni says:

    That’s some awesome work right there! I would imagine they originally used low poly models because of performance issues, but damn they looked really bad and they could have updated that in the newer ports.
    Also have you guys made any changes in animations? I saw on a review that the jump to 60fps made some animations (namely reload animations) look weird because supposedly they left the animations playing at 30fps while everything else runs at 60fps. Can you confirm this? And if so do you think it’s fixable?
    Thanks for all your hard work and keep it up! πŸ™‚

    • DarkSamus says:

      99% sure that the 30fps animations can’t be fixed.

    • albert says:

      Yes, it’s true. The 60 fps game option isn’t well optimized. That’s why I always play at the original 30fps πŸ˜›
      I still don’t know if we can fix that. I think we’ll be able to edit animations soon but I still have no idea of the limits we’ll have.
      Thanks to you for following us!

  11. sean says:

    This was a great update, I usually try to nit pick stuff on you guys, but not much I can say this time around. Maybe if I had to force out some criticism I could say that the water looks much better now, its actually flowing instead of standing still, but the original had a bit of a “swampy” look to it, I guess it wouldnt make sense for the raging waterfall to be swampy, but maybe you could make the water in that section have a slight green tint instead of the more blueish tint you currently gave it? My favorite area of the village is the swamps when you cross the broken bridge and ganados keep popping up everywhere, I loved the look of the dark almost greenish water, especially when you kill a ganado underwater and his blood makes a really dark patch in the water

    idk its a tiny little thing not a big deal lol

    nice work

    • sean says:

      look at how dark and murky this water is, maybe the water after the waterfall could match a little closer to the water in the swamps? I know the waterfall would maybe clean the water a little or whatever, make it misty, but its also night time in that area so the water should at least be darker πŸ™‚

      https://www.youtube.com/watch?v=kGvutwT2GDA&t=18m30s

      • kaludio says:

        stationary water like swaps tend to look dark and murky, ruining water more often the not is clear and transparent.

        • sean says:

          I know I did mention that, but I still feel that they made it brighter, which I guess now that Im looking at things with a microscope, the night time scenes in RE4 are generally rather bright, which makes sense in the non-rainy parts, but when its rainy it should be really dark… but thats not how the game was made… anyway it wasnt a complaint just a small thing I noticed

    • albert says:

      Thanks!
      It’s not necessary to force the finding of wrong things haha XD
      About the water, It becomes dark and calm when you activate the dam mechanism and the water stops falling πŸ™‚ Then you’ll have the original water (with improved reflections like the rest of water effects in previous water post)

      • Vick S. Bateman says:

        That’s awesome, was my only “complaint” in this incredible update to.
        The damn collision fix, THANKS. Never bothered by Leon arsenal going into walls, but the damn game is full of items that awfully avoid any collision, like levers, huge tree branches etc., for sure they would put me out of the experience in the finished project, so this really is a huge upgrade to me.
        Polygonal edits are great too and so are the new light sources, not invasive at all.
        I only think that the water in certain areas, mostly indoors, needs a few fixs. I saw some rooms in previous videos that lost something, like reflections or transparency, to gain improvements on the physics for instance. I still welcome the upgrades anyway, just the usual nitpick

  12. Alvare says:

    Can’t believe this water layer was invisible before.. looks much, much better now. Finally fixed the collision too, which also means you could alter a collision map to lead to a secret Cris and Albert easter egg room. Will there be one? Who knows.. >_>

  13. V I D A L says:

    Hey guys! Awesome improvement.
    Two questions… will it be possible to actually have the higher poly models used in cutscenes during gameplay?

    Second, it’s more like a suggestion.
    You may or may not have noticed that both areas of El Gigantes in the village area (the first one and the other you face when having a choice of two paths) the rain gets disabled. It creates a terrible inconsistency as in the previous room, rain is full on and as soon as you walk through the door to the El Gitant, rain is off.. then as you walked into the next area, rain is on again.

    That was an issue that I noticed even on the GC version. Surely at the time, they turned the rain off due to hardware limitations as El Gigant probably was consuming enough pressing power as it is. I’m sure Capcom would have kept the rain if it was possible back then.

    I think it would be awesome if you could bring the rain into the El Gigante fights if possible as originally intended.

    What do you think?
    Cheers

    • albert says:

      Thanks!
      I guess it will. but there are no so many higher poly model versions. Just character faces and Ada and Krauser bodies I think.

      About the rain. I thought about it too, and I think I could port the rain effect to that room but… I don’t know how to port the sound. So, I’ll leave this idea in “stand by” for now.

      But I don’t think hardware limitations was the reason. Leon and Luis battle in the cabin was more hardware demanding and that area has the rain effect… hummm …

      • sean says:

        This is interesting, I never noticed this even after 35+ play throughs

        The 2nd gigante fight happens just before the fight with Mendez. The area after the 2nd gigante does NOT have rain, so it doesn’t seem like a big deal if its not raining during the 2nd gigante fight.

        It is also possible for rain to stop for a moment, then start back up again. So it doesnt seem like a big flaw to me. Seems like something the original developers did intentionally, possibly frame rate issues as gigante is the only creature who can destroy building and uproot trees. I wish the later gigante fights included trees or boulders like the first one like what if in the lava pit room one of the gigantes should have ripped a giant metal pipe off the wall and used as a bat xD woulda been sick!

        If you do add the rain, I hope that is also included the cutscenes, as it would look bad otherwise. The first gigante cut scene is one of my favorites (reminds me of the troll in lord of the rings) and I hope the rain doesn’t ruin it

        • albert says:

          I guess the rain is changing its intensity on purpose (and maybe due to technical difficulties back in the day). There isheavy rain, lighter rain and no rain at all.
          The same happens when you reach room 10f (big blue optical device door) and you try to go back. The rain appears and disappear depending on the room you are.
          I could try to bring back rain during first Gigante battle but I’m affraid that would be a too significant change if we take into consideration we are trying to be faithful to the original.
          I’m quite sure the absence of rain was a “concept decision”. The ammount of polygons and effects during the cabin fight and the subsequent path with Bella sisters is way bigger than the ammount needed by single Gigante.

          but… who knows!

      • V I D A L says:

        Hi. Correct if I am wrong, but I believe in the cabin battle, the outside area if basically turned off and all you see is completely darkness… then when the battle ends a cutscene comes and when you get back to the gameplay, the outside of the cabin is back and you can go out… But it does seem like during the battle itself the outside area is greatly simplified and there is not much out there.

        Anyway.. was just a suggestion if possible. If you can, great. No biggie ;). Keep up the good work.

        • albert says:

          That’s what I thought! but no… all outside geometry is there but everything is darker.

          Thanks! πŸ™‚

          • V I D A L says:

            Right. In any case, if the lack of rain during El Gigante encounter was not due to hardware limitations, was due a mistake for sure. After you defeat him you can go in and out of that area and it is really lame how just by crossing the door you enable and disable a heavy rain. In any case… was just a suggestion as this always bugged me. After I noticed it, I can’t help but get distracted by it every time I play it.

          • albert says:

            Heheh On purpose or not it looks completely unnatural, I agree
            Water tap on – Water tap off XD

  14. Desil says:

    Hello guys !
    Your work is awesome ! Keep up the good work ! Do not give up !
    Thank you so much Albert Cris !

  15. Alberto says:

    Hello, some time ago i sent you an email concerning the village blue medals textures,. Did you receive it?

    • Cris says:

      Hi Alberto! I’m sorry for the delayed reply. It was only yesterday that I caught up on those still awaiting a reply. Thanks for your patience!!

  16. Ray Gordon Collins says:

    I love it! I’m not sure if this is brilliant or not but I was thinking would it be a simple enough task to turn the whole world into a mirror image of itself like they do in mario kart mirror mode? You know, to make it feel like a fresh experience. It’s all about the replay value.

    Oh, and also I really wish to see the very last superpowered weapons like the homing laser thingy to be toned down because they tend to make the game boring. for example maybe the laser could be set to only fire at a single enemy at a time but in a faster pace? or perhaps much faster like a machine gun but in short bursts?

    • Ray Gordon Collins says:

      …or maybe just lose the homing feature altogether and make it single targeting?

    • sean says:

      I really like the sound of a flipped/mirrored mode for RE4, though Im not sure if it would make that much a difference really, but hey if it was easy to do then why not?

      Also, I definitely agree about the over powered weapons. I have only ever done a ng+ run through a couple times to get the 100% unlockables and then I never cared much for it. I rather just play with the weaker weapons.

      If there was one gun I would like to see changed its the Chicago Typewriter. All I want is for it to not have infinite ammo. It uses the same ammo as the TMP so why not let it be the replacement for the TMP but without infinite ammo? Then I might actually enjoy using it xD

      • Ray Gordon Collins says:

        I would hesitate removing the infinite ammo from the Chicago typewriter but it is a better idea than leaving it as it is. I would rather just cut the damage in half. Probably easier too.

      • Ray Gordon Collins says:

        and speaking about the Chicago typewriter; I hate how it takes three rows of space in the inventory when it so very clearly only requires two rows by size. I wonder if this can be changed?

  17. Diego lima says:

    mano como baixa esse mod e tem um video da istalaçao dele no pc

  18. DarkSamus says:

    Any chance you will update the “By the numbers” and “Progress Summary” pages soon?
    They are almost 6 months out of date at this point.

    • sean says:

      yes please! I was really confused about things before they explained how they were going back to the village, the Progress Summary made it seem as if the Village is complete. It would be nice to see where they are with the current status of the village, but I guess its not that big of a deal. Certainly dont need to slow them down as long as they give us the occasional updates with pictures πŸ™‚

  19. Matheus says:

    Muito loco

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