General Questions (12)
Restoring the visuals using the original real world sources. In preparation for the original game, Capcom gathered texture assets by photographing a variety of real-world locations, primarily throughout Spain and Wales. For this project, Albert has gone to these same locations to gather higher resolution assets. The result is a visual experience that is as true to the original game as possible, presented in resolutions up to 16 times that of the original game.
Correcting texture mapping and 3D modeling issues. Texture mapping and 3D modeling errors that weren’t noticeable in the original game being played on a CRT television become more apparent when playing in HD resolutions. Examples include objects floating above the surface they should rest on, improperly placed shadow layers, seams appearing where textures are supposed to flow continuously. We are correct these issues throughout the game.
Enhancing flat objects to true 3D models. Due to limitations of the original hardware, objects like lamps, candle-holders, doors, decorative emblems, etc. were originally created as flat objects. In many instances we are able to revise these objects to be true 3D models, observable from any angle.
Remaining committed to the original visuals. Our intent throughout the project is to remain true to the original visuals and artistic intent. The best kind of feedback we receive is when people say that the game looks like what they *imagined* it to look like when they first played it 10 years ago. While we are not perfect, we continually refer back to the original texture assets to ensure we do not deviate in a significant manner.
We’re two guys who love Resident Evil 4 and want to help create the definitive graphical experience for the game. 🙂 Cris is from the midwest in the US, while Albert lives in Spain. Albert’s experience goes all the way back to the 2007 PC release of the game, for which he created one of the most complete and well-received texture packs, while this is Cris’ first effort.
It’s definitely NOT because we have an abundance of free time. Rather, it’s because we absolutely love Resident Evil 4 and feel that we should have the best visual experience of the game as possible.
With the release of the Ultimate HD version, we have confirmation that while some textures have been upgraded, the majority haven’t. It seems safe to say that an official 100% across-the-board HD revamp of the game isn’t coming anytime soon, so now is the time to do this.
Right now we are developing the new textures based on Ultimate HD version of the game.
Of course! The point of this project is for everyone to enjoy as good-looking a version of the game as possible (while still holding true to the original artistic intent and direction of the creators of the game).
Essentially to support this ongoing work and to offset the costs of the hardware / software / texture library subscriptions purchased for this project.
Definitely! Please comment on any post to give us feedback on our progress. In some cases it will help shape the end product!
No worries. Capcom is aware of the project and has allowed the project thread to be pinned on the Steam discussion forum for the game.
While we don’t have a release date set yet, you can keep track of progress on our Progress Summary page: http://www.re4hd.com/?page_id=1656
We haven’t made a decision about whether there will be another release before the project is completed, especially because there is still a fair amount of refinement that remains to be done on the Castle section.
This is explained in detail (and with images) here. 🙂
What to Expect in the Final Release (5)
Just about every texture, including those for Separate Ways, Mercenaries, etc.
We are essentially taking each texture, scaling it up to 8-16 times the original resolution (in most cases) and redrawing / remaking from there. Additionally, there are many instances where Albert has been able to find the original source materials used, which allows us to faithfully replicate the original intent at a much higher resolution.
We are not yet certain if we can edit the character / enemy 3D models without any side effects. We will only touch those if we are 100% sure the edits are completely stable.
We’re aware of that unused cutscene, but we don’t know how to put it into the game. At the same time, that seems to be content remaining from an earlier version of the game. The developers seem to have removed it from the final version intentionally, but they probably forgot to remove the data. It also seems too similar to Verdugo’s first appearance. The final version is good, though! Using sound as an introduction for an enemy that you can’t see — it was neat!
That is currently not in scope for the project.
Technology Questions (2)
While we do not yet have confirmed system requirements, the greatest increase in hardware requirements would likely be increased VRAM due to the larger textures. As I (Cris) have played through the Village section, I’ve seen VRAM usage of up to ~470MB. This does not include, of course, enemy textures or textures for Leon, Ashley, weapons, etc. since we are currently focused on the environmental textures. However, the environmental textures should account for most of the VRAM usage. My sense at this point is that a graphics card with 1GB of VRAM should be sufficient, but we will update this as the project progresses.
For those who are experiencing crashes, this tool will likely fix the issue:
Quote: “This small tool patches x86 executables in order to let them have 4GB (instead of only 2) of virtual memory on x64 platforms. This is handy for applications which need a larger amount of virtual memory like games, 3D renderization, multimedia etc.”
And the file you need to patch is typically found here on your computer:
C:\Program Files (x86)\Steam\SteamApps\common\Resident Evil 4\Bin32\bio4.exe
The patch tool will automatically create a backup file, so the original bio4.exe won’t be lost.
Thus far those who have patched the exe file have no longer experienced crashes. We hope this helps anyone else having a similar issue!
Questions about the Project Team (2)
While we are not looking to add additional folks to the team, we certainly appreciate it when people follow the project updates and provide feedback. It’s definitely helpful to us!
Albert: In my case it’s a side hobby. I work as layout designer for a scientific magazines publisher. I usually work with Adobe software (InDesign, Photoshop, Illustrator).
Cris: This is a hobby for me as well. I work as a project manager for a bank. I’ve learned to use these tools on my own over the years. 🙂
Village Section Download Questions (3)
Mainly because it’s not final and it’s an important texture to “get right” — this is likely going to be the last texture that’s completed in the project. 🙂
This is still a work in progress. While the environmental textures should be considered “near final,” there are also texture mapping and 3D modeling edits we are making that are not included in the Village download.
You may notice certain textures that have not yet been updated, such as the dog in the first gameplay section, some traps (for example, bear traps), the in-game enemy textures, etc. The reason for this is primarily due to the way the files are organized in this release of the game.