Ancient ruins – Stone of “Sacrifice to the Lion” (r225, 21a, 21b)

Hello people! Here goes chapter 4-3. This one is quite short, just 3 rooms!

I made lots of subtle 3D corrections on the first room. Surprisingly, I found out there was an extra layer with stone tiles under the 3D model containing all projected shadows of the place. I’ve been looking at youtube videos and the GameCube/Wii version of the game lacks those tiles, too, but they are present on the PS2 and old PC ports. Those tiles have some kind of transparency effect (so they are mixed with the grass of the place) and it seems β€”due to some kind of opacity conflict between both 3D modelsβ€” the transparency effect of the shadows made invisible those tiles. Pushing down the shadow models made the stone tiled floor to be visible again πŸ™‚

On another note, I generated –accidentaly– a glitch while trying to adjust the wagon 3D model of the last room . I’m showing this bug in the video because I think it’s quite interesting πŸ˜› But no worries! I managed to fix that problem.

As you can see, I found lots of original textures. But some of the ruined walls in the first room are not that good compared to other textures we showed in the past. Fortunately, I’ll have the opportunity of taking better pictures of that wall and other surfaces on August when I’ll be in Wales to complete (I think) the RE4 texture tour πŸ˜€

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27 responses to “Ancient ruins – Stone of “Sacrifice to the Lion” (r225, 21a, 21b)”

  1. tim says:

    cant wait for this to be finished. The project looks great!!!!!

  2. Alvare says:

    Awesome! πŸ˜€

  3. grub says:

    How in the world did you find that last texture?! That inside of some random trash bin or something? It must be new because it’s accrued new dings and scratches since it was last photographed. Utterly, completely ridiculous dedication here.

    • albert says:

      Thank you for your question and comment!
      That’s because I found the original stock picture Capcom used πŸ˜‰
      There’s 3 different type of texture sources:

      1-Same stock picture Capcom used is found.
      2-Same location Capcom took the picture from located. I go to that place and I take the picture myself in HD.
      3-Completelly re-created textures from scratch when no original source picture or location is found (or the original stock picture is found but it’s still too low resolution for this project).

      A single texture can contain 1, 2 or all 3 type of pictures at the same time ^_^’

  4. Frank Nitty says:

    Good work. U never cease to Amaze me

  5. RE4Fan says:

    Great work as always! appreciate the detailed updates πŸ˜€ you guys are more dedicated than the Capcom team haha.

    Dunno if it’s been said but you guys should make a digital art book or something showing the places where you retake textures from.

    Anyways can’t wait for the next release
    -thanks

  6. kaludio says:

    sticks and stones may break my bones but skulls and doors excite me xD. no, but seriously they look incredible both the textures and this 3d edits. they really make the game look more up to dated, specially the edits that match the shadows to the textures. for example, the floor on the area outside the salazar’s robot looks incredible, did you guys remap it or is just texture manipulation magic? also where you planning to edit the cart’s 3d model, or you guys just playing around?

    • albert says:

      Sticks and stones may break my bones, but nothing will ever kill me. (β€” Freddy Krueger)
      XD
      Which picture are you referring to? 225J?

      • kaludio says:

        yeah that one, but also on the video the floor seams to transition form texture to texture very smoothly, and i was wondering if it was given any special treatment by you guys, you know besides remaking the texture, like how you made the trash piles on the elevators before Mendez match.

        • albert says:

          Ahh I see. Yes, It received special treatment.
          The reason is the 3D model for that ground texture needed to be adjusted (it was clipped in the original as you can see). But the transition between this cliff texture and the regular floor texture was “hardcoded” in the 3D model. That data is lost when you edit the model and it’s necessary to add new transparency data (using alpha channel) to emulate that trasition effect. And the new alpha channel used here was adapted to the irregularities of the new texture (not just a plain gradient from black to white).
          Fortunatelly very very few textures in the game have this kind of hardcoded opacity effect. Most of the times the opacity of a certain texture is determined by an extra texture that behaves as its alpha channel.

  7. Matt says:

    Why does that stone tablet say ‘Leon” on it? Is that how it always was, just blurry? Seems like an easter-egg sort of thing.

    • radamantis says:

      because remember that RE4 is located in Spain, so everything is in spanish and “Leon” is the spanish word for “Lion”

    • kaludio says:

      it says “adelante yace la ofrenda al leon” which means “ahead lies the lion’s sacrifice (tribute)” on English. that’s what the game tells you the slab says when you press the action button near it

  8. radamantis says:

    wait, wait, wait, you are traveling to different countries to find the textures? ok so this is what i think you are rich so the money is not a problem for you or you are just the most dedicated fan of RE4 ever! damn!!! keep the good work guys! i can’t wait to this project to be completed! is there going to be an update of what we can download? i mean that if we can download the Village section but with this progress so far added.

    • albert says:

      I’m not rich at all haha
      Fortunately I live in Spain so most travels were cheap. Now this one will be somewhat more expensive but it’s just Wales.
      I know a very few textures are from Rome, too, but I’m not sure Capcom traveled to Italy becasue they are very very few textures from that country. Maybe they took the pictures from the Internet like lots of other textures of the game.
      We’ll think about the next downloadable pack when the castle area is finished πŸ™‚
      Thanks for posting your questions and comments!!

  9. togan says:

    Around the World…

  10. kaludio says:

    i was playing the other day and noticed that the models of the grenades have tons different 3d models with varying polygon count and different 3d mapping, and thought to myself wouldn’t it be swell to have a single uniform model. then i came to the conclusion that the game already renders the grande model on every room (i think), so in theory replacing the inferior models on the shops and on leon wouldn’t be that hard, besides the work necessary to find and change those files, that is. however i’ve never done anything to mod games, so i might be completely wrong… anyhow, could you suggest me which programs and what kind of files would one need to edit to execute my theory? if it possible at all xD. as always thanks for the time and effort, you know it’s…. Much appreciated xP

    • albert says:

      There are the inventory items, ingame grenades (used by the player) and the hi-poly item when you examine it, right?
      Then there are the models when the item is on the floor, over a table or inside the wooden boxes.

      These ingame models are in every single room and replacing all of them one by one would take years XD But they are not that visible anyway

      But we’ll see what can we do with low poly inventory grenades and grenades when are being used by the player πŸ˜‰

      In residentevilmodding.boards.net/ you’ll find tools and tips to do that. But you’ll need to learn about how to use them and about all the folder/file structure of the game. It’s somewhat complex.

  11. You are a genius. That’s fine. You’ll make the texture of the characters and NPCs in HD?

    • Alvare says:

      Maybe, after he finishes the environments. It’s a lot of work. I am aware of what they’re doing.

      • kaludio says:

        well it’s not maybe, as much as later. since the beginning they said they the faces are very delicate thing to do right so they are going to do the environment textures so that they have time to practice and find better ways and tricks to do faces… or at least that’s how i interpreted.

        • Alvare says:

          True, my mistake. I also didn’t like the way I am speaking for them. But I can’t delete my comment. xD
          Yes, I definitely think they’ll be remaking the main characters and npc’s their texture and model after the environments. I just think it’s an insane amount of work that they’re doing. And I’ve seen many people giving up on projects this scale.

          • albert says:

            Sure we’ll do… After the environmental textures πŸ˜‰
            Only a nuclear disaster could stop us at this point!!
            But, given the state of the world nowadays, I’m not sure if this is an appropriate comment…

  12. kaludio says:

    in the next room with the Salazar robot, the reflection on the water effect is made by having a low poly model of the room inverted under the water. I was wondering how would you guy tackle that, also since Salazar robot is made in his image, does it count as a character or as a environment texture? xD

    • albert says:

      Ahhh… You’ll see soon enough! XD

      About the robot: The textures is mostly stone/rock/marble and they are stored in the room packed file. This and the fact the statue is most of the time static and covering a big portion of the screen… I guess it can be considered as “stage texture” πŸ™‚

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