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
Today’s update covers the last big confrontation against Militia Ganados. This area contains quite generic textures and plain geometry. This makes inaccuracies quite easy to detect and to solve (for a change…).
There was a specific issue in this room that bothered me a lot. I was able to fix it… sort of…
Again, here’s a challenge for you: to find out what’s the issue I fixed 😉 (you’ll need to watch the video)
I also removed the incorrect red tone you can see in the original Ultimate HD version. Certain rooms have it, and it’s really simple to remove it to obtain the original GC colours. This issue was also partially responsible of the overexposed whites in certain areas, by the way.
Other than that, all I’ve done is the usual: lots and lots of texture re-creations, a few texture restorations, and 3D edits everywhere! Fiesta, fiesta!!
Enjoy the work in progress pictures and video! We look forward to your feedback!
Hi everyone! After a really busy work week I’m happy to share progress from the Novistador nest right next to the 2 El Gigantes. In general the Novistadors make me uneasy, and so I get anxious about this room each time I play through the game. It’s not particularly difficult, but swarms of gigantic bugs are pretty much my worst nightmare. 🙂
As always, your feedback is welcome, and if you have any questions just let us know
This week I’m showing you the remastered result of a small and dark area. I really enjoyed redoing everything because the original was quite a mess (again…).
Lots of cables and all the chains are now 3D.
I added windows in the cells because you can see them in the previous room. They are all closed to justify the absence of light coming from outside, of course. What you can see in the comparison images is just an idea. I don’t know if the final windows will look like that or if they will be in all the cells or not. They should at least be present in the first cell (because those are the ones you can see from the outside) but I added them in all 4 cells (my assumption is that doesn’t make sense for only one cell to have them).
I also added a specular effect on the splattered blood and on the final door. As you can see in the video, the specular effect now is much more noticeable than in previous videos because I edited the default specular textures used in the entire game. Now it’s not necessary to force the camera angle to notice the effect! You just need to walk by and you see the effect clearly 🙂
I also improved something else, which I’ll explain in a future “technical issues” update. Let’s see if someone notices the improvement in the video. 😛
And finally a small anecdote: the wall you see in image 326H.jpg is in front of the bus stop I used everyday to go back to my previous home XD.
I hope you like the work in progress pictures and video. Don’t hesitate to comment on them!
This week’s update will cover room 325: the ancient ruins where Leon shows his “love” for Ada.
This place has plenty of textures based on pictures that Capcom took during their travel to Europe (a brief break after lots of rooms using quite generic textures. I guess that’s why I always loved this small area :)). Fortunately I was able to find most of them. And the rest are re-creations as usual.
I gave some 3D volume to the windows and beams at the end of the room (They were simple 2D surfaces with an opacity channel) and fixed some inaccuracies here and there.
The door at the end was originally too brightly highlighted. Its 3D model was stored separately using its own lighting values. That’s why it doesn’t react to Leon’s flashlight the same way the rest of the room’s models do. I fixed that and I also placed the door knobs at a normal height…
Please, fell free to share your thoughts about these work in progress comparison shots and video! 🙂
Today’s post is somewhat special. While testing some non-texture-related files of the game, I was able to edit a few things I never thought were possible to change…
I’d like to be clear that I have no coding knowledge or anything like that. I’m just terribly obstinate! What you’ll see here is the result of hours of “what if I change this <random number> with another <random number>” trial-and-error hex-edits. In the end, I learned the function of certain bytes of data.
So if someone asks: “Could you fix <some other issue> as well?” The answer will be: “I have no idea if that’s possible right now.” haha ;-P
I fixed the following issues (you’ll find a comparison video at the end of the post):
This is by far the most annoying graphical glitch to my eyes… This problem happens in rooms where the player has the flashlight on.
This issue depends entirely on Leon’s closeness to the 3D model… The problem is that some 3D models don’t react to the light until Leon is too close to them.
The solution I found is really cheap, but 100% effective: I just placed extra polygons (not visible in-game) all around the model at a certain distance. The game engine will “notice” the model is closer to Leon than before and it will start reacting to flashlight light at longer distance than before. The result is a nice and soft gradient from dark to light.
Something that always bothers me when I play this game is when I see lights that literally make the surroundings look completely white. All detail is lost!
It seems this is a general problem throughout the game and no edited gradient file or Sweet FX configuration can fix that. You can make the white darker using those options, but you’ll never get back the lost image detail from a crushed white area.
The solution: I found the bytes inside the LIT file for each room that controls the intensity, contrast, and brightness of the overall light in the room. The problem is resolved by reducing the contrast!
Cold and Warm Ambient Colour
Another issue I noticed while playing this port is a specific point where the color of the ambient light changes from warm to cold (this occurs in the castle, specifically in the puzzle room with the paintings).
The solution: This was a glitched effect (not sure which one). I edited the EFF file of that room and deactivate that broken effect. The right color-temperature for that room is the cold one. 🙂
Did you notice the trees popping in the distance all of a sudden when you approach them in the first area?
This was likely an optimization method Capcom implemented because the number of polygons in that area is huge. This is now unnecessary given that we are no longer bound by the Gamecube’s hardware limitations.
The solution: Fortunately, I found the bytes inside a LIT file (every room has its own LIT file) that control the distance to the player before certain models are rendered on screen. But those numbers doesn’t control all models… So, after some additional research I also found the bytes that control the density of the fog at that distance as well!
And here’s a comparison video for all 4 corrected issues!:
I hope you like these edits… And as always, feel free to comment about them!
Hi everyone! Tonight I’m sharing some of the revisions made to the room where you fight the 2 El Gigantes. This room was a bit tedious due to the number of pipes and beams that needed minor mapping corrections. But it also had some satisfying elements, like being able to improve the central opening (where you can drown one of the behemoths) and finding floor panels and pipe structures that were incorrectly placed below the floor. I’ve tried to explain the corrections in the images themselves, so please take a look! Thank you!!