Separate Ways – Chapter 5 (Part 1)

Hi! Here comes the Ada’s final chapter (part 1 :P)

I’ve spent more time that I thought in the first area… I didn’t remember it looked so bad! It seems they reused PS2 assets because the area was slightly different compared to Leon’s counterpart area. I guess it was too much work for them to use and adjust the better looking GC/Wii assets from Leon’s area,  so they simply used the PS2 version for the Wii port…

This means I needed to update almost every model of the entire place: the lighting, the effects, etc. Also, don’t pay attention to the water effect in the video – it needs to be upgraded. I’ve already done it in the Ada vs Krauser room and I’ll do the same here.

In addition, I’ve once again applied baked shadows throughout the floor and walls.

And I’ve included the “turn-off-the-lights-effect” when Ada is in a covered area (for example, inside a tent). (See the video below, at the 1:30 mark, to see what I’m talking about.) This feature is used all over the game but sometimes it looks like the creators lost the opportunity to use it in certain places that obviously needed it.

And that’s it! Next time: Separate Ways: END

PS: There’s a small Easter Egg in the video hehe.


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61 Responses to Separate Ways – Chapter 5 (Part 1)

  1. sean says:

    I get why you restored the fires in the barrel in this shot

    But I feel like you made the fires too big. I mean I like your fire effect they look great, but those 2 barrels right at the start seem like the are so tall! Maybe the fires could be dieing down when Ada shows up? also they used to have smoke maybe you could shrink the flames a little and bring back the smoke effect? I wonder why the devs only used smoke where there is no fire, performance reasons??

    Everything else looks good, is the easter egg the inventory screen?

    • sean says:

      Actually the barrel on the right isnt so bad, but the barrel on the left stands out, look at the video between 0:56-0:58 seconds.

    • albert says:

      In the case of these fires I just copy-pasted them from the Leon’s area, so it’s exactly the same fire you’ll find in Leon’s main game. I didn’t contemplate a reason to edit them. Let’s wait for some more feedback about this! But I’m taking this into consideration as always 🙂

      Hehe yes it’s inside the subscreen XD

      Thank you!!

      • Alireza says:

        Nice work with this area, it was totally a mess and now its far more better.
        and since you wanted feedback about our friend’s idea in the first area fire barrels, I think he’s right about it.

        • albert says:

          I’m taking note of this! It’s already in my list. But whatever I do to that fire it should be applied to the same fires in Leon’s main game, too, since it’s all happening at the same time.

          • Luke says:

            I think now is much better, people always complain 😛

          • albert says:

            I guess there’s no accounting for taste! (I hope this is the right English translation for what I want to say haha)

          • Alireza says:

            Completely agreed.
            and thanks for listening to other people’s thinking.

          • albert says:

            Don’t mention it! That’s why we share our progress work 🙂

          • sean says:

            This is the area where Mike drives his helicopter into a giant tower, when that tower falls I always thought it looked like it should have exploded or splashed water or something (it is a water tower right?)

            Then Mike shoots rockets blowing that place up so that by the time Ada comes through, the area should actually be destroyed. Now I dont know if the fires should be bigger or smaller, but there is definitely a change from when Leon is there to the time that Ada gets there.

            Now the fire barrels are not the same as the exploding barrels and I cant remember seeing fire barrels in many other locations, but just based on the comparison shot, it seems like the ps2 team felt that those barrels should be out of fuel by the time Ada shows up (even if it is just a few minutes later)

            Anyway, the fire barrel is not a big deal, just a minor thing I noticed and its specifically the barrel on the left that is really tall. But now that I mentioned it, I think it would be really cool if you could add some sort of water effect to the cutscene when mike crashes the water tower, maybe thats why those barrels were no longer lit? lol

          • albert says:

            Oh I’d love to be able to add such complicated dynamic effects hehe unfortunatelly my knowledge only reach static effects (one fire here, one light there, smoke comming form a point, water in fixed surface, bloom effects, etc…)

            Anyway, Leon witnessed what Mike did all the time and he just destruyed specific structures of the place. There is no collateral damages. The barrels remain there with all the fire effects, etc…

            When you start this chapter, Ada sees Mike chopper so it’s just after he have destroyed those parts of the stage. So, Ada is really close behind Leon. In my opinion everything should be exactly the same. There’s no time for the fire to be extinguished or even reduced. This is how I see it…

            About the water tower… I guess it was empty XDD anyway now that you mention it… it just disappears after the cutscene in Leon’s maingame! haha

      • Grendel says:

        I like the flames, I think they totally fit the scene and the size depends on what is burning inside the barrels, most likely wood and fuel and that goes really up high. Great work!

  2. ElTioRata says:

    Solo me pregunto ahora, ¿de dónde viene la luz rancia que le pusieron a Ada en la espalda? .-.

  3. NEGAARMAX says:

    grandiosos los cambios en especial el del reflector que ilumina el campo, por cierto me vi el video 3 veces y no encontré el Easter Egg, da una pista :,v
    Esperare el siguiente update.

  4. Tony B says:

    Great work, this is true quality and effort! Thank you guys!

  5. Morty McFlurry says:

    All work and no play makes Albert a dull boy.

  6. Aenigmat says:

    I love your work guys. <3
    Will u update the progress page after the Separte Ways end?

  7. Frank Nitty says:

    Good work yet again guys. You never cease to amaze

  8. WannaDJ says:

    Can’t wait to try it myself, great work!

  9. Steven says:

    Did you update that Easter egg that was found recently of that guy standing on the oil rig in the far far distance? You could put yourself in there instead of finding the guy in the original textures.

  10. Max says:

    Hey, i notice that one of the metal doors you know the one with yellow and black tape around them, are they inverted?

  11. mofail says:

    BRAVO !! Getting closer now… ( ^ o ^)

  12. Anthony says:

    Hi guys. On this screenshot in the HD version there is a joint of textures of different shades to the left of the column. In the original screenshot it is not. I understand, this is nothing. Thank you for making us happy)

  13. Y.Z. says:

    …what’s with the black coal pattern on the floor in your revision? That *really* doesn’t look right to me…

    • albert says:

      Aaaaand I’ve just fixed it 5 min ago hahaha
      I noticed it too one hour ago 😛 It was a lighting issue. A light didn’t reach correctly that layer of dirt on the floor and it all looked darker

  14. WAHID 87 says:

    When it’s ready

  15. omae wa mou shindeiru says:

    Found IT
    Is this the easter egg that you talking about?

  16. Max says:

    I can’t find the easter egg, help me!!!!!

  17. E.P.D. Gaffney. says:

    I don’t really have anything to add this time. Great work as usual. Love the Easter egg.

    • albert says:

      Haha thank you!
      That’s how I feel sometimes when people ask me: “Did you already played XXXX game? What do you think about it??” And my answer is always: “Ahmmm… I haven’t played anything the last 4 years… but it’s in my pending list!” XD

      • Alvare says:

        Hehehe. Shadow Of The Colossus Remake ftw. 🙂

        • albert says:

          I’ve seen a comparisson video and it looks like it’s really faithfull to the original to a degree that made me think it’s something between a super-remaster and a remake. But that’s because the “a remake doesn’t need to be exact to the original” idea is always in my mind. Anyway, I’ve just seen 1 video.
          Arghhh! I want the same for RE4!! (with our textures included of course :P)

      • E.P.D. Gaffney. says:

        Haha that’s aexactly how I feel. I take breaks and play RE5 with my girlfriend or watch her play something — but myself? Been making my own game since 2015, and just recently took a break from that to mod New Vegas. I have played pretty much nothing since that time.

        Speaking of my game, are you and/or Cris a fan of the older Resident Evil games? It’s like those but set in Victorian Ireland. Couple of other new mechanics as well, but mostly the same as classic RE.

        • albert says:

          Hehe huge projects deserve some vacations once in a while, even if they are in the form of different projects. I prefer one week in a hotel in the beach though XD

          Yes! I love the classic RE games. My best memories about them are all the RE2 story and the first and fearsome time I encountered Nemesis in RE3. I wasn’t that scared in my entire life when I found out he is able to follow you when you exit a room XDD

          • E.P.D. Gaffney. says:

            Wasn’t that terrifying! Amazing how novel it was back then, an enemy that could follow you. I actually found Mr X scarier because they managed to nail that trait of slasher film villains, the way they’re always walking but it seems you can never outrun them. But Nemesis is definitely tougher to deal with.

            Well, I’m not getting my hopes up or anything, for a million reasons, but if you or Cris ever wanted to do any work on a game like that, we’re kind of desperate for people. It’s just myself and the programmer. I do everything but the programming, so I hope you believe me when I tell you that your Easter Egg hits home.

          • albert says:

            Hehehe so you understand me perfectly 😛
            I guess we’ll take a vacations after we finish this XD So, I can’t imagine yet what will come next!

            Oh yes! Mr. X smashing the walls haha That was incredible too. It’s a different kind of scare. That’s an instant scary moment but Nemesis stalking you… that had no price XD

  18. aymj says:

    Awesome, hope you’re doing great!

  19. E.P.D. Gaffney. says:

    Been meaning to come back to this one to mention that I’m now seeing the boxes as repetitive, and the barcode and numbers look slightly off, as if they’re not added realistically (is the wood’s normal map maybe conflicting with the paper?). Probably something you’d have noticed and fixed up yourself I imagine but I thought I’d mention it.

    Similar to the previous area, it would be nice if you could turn the boxes here and there so that it doesn’t look so tiled. I don’t imagine you can have two or more different textures where the barcode is placed at different points on the box, can you?


    • albert says:

      Humm I’m taking a closer look at the texture and I’d say the paper is quite well integrated. It’s like the paper is so deteriorated the wood texture bellow is reaching its surface. About the tiled effect, yes you are right. I’ll take a look at it when more than one box is in the same place. It should be easy to fix by simply rotating the texture. I also can add new textures but we only do it when is strictly necessary (the texture packs are already huge so we don’t want to make them bigger if possible)
      Thanks! 🙂

      • E.P.D. Gaffney. says:

        I see what you mean. I had to write that from memory as the images weren’t loading.

        Seeing it again now, I think my problems were more that the numbers actually look somewhat superimposed rather than actually integrated like ink on wood, and that both the barcodes and numbers seem kind of gigantic and perhaps too plentiful. The idea that in real life every box would need two barcodes on every side, moreover at that size and all at the same angles, it’s a bit strange to look at.

        But I should note that on looking now, I realise I was remembering incorrectly and the barcodes do look good against the wood; it was the numbers I had the problem with in that regard.

        Anyway, it’s just a small complaint. Nothing worth wasting too much time fixing if it would take that long. Rotating them could be enough, as the tiled quality is the really glaring thing.

        • albert says:

          “The idea that in real life every box would need two barcodes on every side, moreover at that size and all at the same angles, it’s a bit strange to look at”

          I’ve seen stranger things in my life XD but yes you are right! … I’m taking note of this and I’ll see what can we do about it! 🙂

          • E.P.D. Gaffney. says:

            Sounds good. Again, I don’t really know what restrictions you have with modding this game, so if it’s a huge amount of work, don’t worry about it.

          • albert says:

            The restrictions are our limited ammount of free time and… the polygon limitations. There’s no probelm in some small areas but there are some other huge areas that can’t have all the ammount of 3D detail we want because of that. So, the idea is to keep a good quality balance all over the game. It wouldn’t have too much sense if there is a room with an insane level of detail while other areas still keep some blocky look. Our goal is nothing stands out too much neither in a good nor in a bad way. Let’s see if we can achieve that good balance! 🙂

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