Laser Corridor and Saddler’s Room (room 318)

Hello again! Here comes one of the most iconic areas of the game: Saddler’s room!

I didn’t like this area the first time I reached it… because it was an homage to the movie! At the time I didn’t like the movies at all… Now, I consider them quite an entertaining experience, not related at all to the games, and I like the first one the most, actually.

This area is full of shiny metallic surfaces. I tried to apply everything I learned about specular / bump mapping the last few months (with the obvious limitations of this game’s graphic engine).

You can see the results of applying custom specular and bump maps to some of the textures in the video.

Please, feel free to comment on these work-in-progress textures (most of them are re-creations) and the model edits!


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31 responses to “Laser Corridor and Saddler’s Room (room 318)”

  1. LunarD3ATH says:

    Agreed. When you compare the movies to the games, you’ll end up hating them. They’re not so bad if you just see them as an entertaining take-away from the series.

    Man… you can really tell the difference, especially on the pipes. Seriously, I know I’ve said it before, but you’re doing a terrific job.

  2. Cris Without H says:

    I think the Saddler’s throne room looks really good, especially with all the fixes. However, I do have to say, the textures of the laser room look somewhat odd to me. The walls in the original version appear to be stained, but not scratched like in the HD revision. Also, I cannot help but notice how drastically different the doors leading to the laser room are. The HD ones look so… distorted, from a lack of better word.

    • albert says:

      Yes, We need to work a little bit more on that specular effect. It looks better in motion!
      And you are right about that wall. We’ll revise that in next revisions 😉

      Thank you for your comments as always Cris!

      • Cris Without H says:

        😀 I know my feedback won’t change the face of the project, but you guys really make sure your fans know they made a difference ^-^

        • albert says:

          You’d be amazed of the ammount of times I did extra modifications after people’s comments haha

          • C. says:

            I think it is rather that the original doors look much more like stainless steel with a light in the back shining somewhere on them. It looks like solid stainless steel doors. This texture actually looks very good for a game this old.

            The new effect looks pretty terrible when I watch that video all told. I would revert back to the old one and just uprez it if I am being honest. I’m just not seeing what you are doing here even. The door is supposed to be a solid metal door with a light reflection on it. The new door looks pretty disheveled lol. Not up to your normal work for sure, which is insanely high quality stuff.

            Anyway, you do a great job man keep it up. I have donated and will donate again when you finish.

          • albert says:

            Hehe Yes, it’s pretty different compared to the original texture.
            My goal was to get some sort of real time specular effect on those doors and to get rid of those static huge white lines. I didn’t pretend to get the same exact kind of reflection because I don’t think we can get that stainless steel reflection with this game’s graphic engine…
            I’ll do some extra testing, of course. Let’s see if I can get something better!!
            Thank you for your support BTW 😉

          • Cris Without H says:

            Oh, it’s great that you guys gather feedback. It’s clear Capcpom didn’t T-T
            I am still horrified by their previous remaster, that being the PS3/Xbox 360 version. Can you believe it still has the textures from PS2? I think the only ones that were updated was the boxes and barrels. The face on the door leading out of the village or the puzzle in Ashley’s segment of the game are haunting me to this day ;-;
            Not to even mention the worst of the crimes, Separate Ways cutscenes.
            Speaking of cutscenes, would it be possible to replace the low-polygon Ganados present in some cutscenes with normal ones? I do realise it would have a performance impact, but perhaps it should be an optional patch to change them.

          • albert says:

            Haha I’d call that “port” not “remaster”. Almost anything was updated for that HD Revival Selection… :/

            I guess it’s possible! But I didn’t try it yet. And I don’t think the performance impact will be noticeable 🙂 The hi-poly ganados are not that “hi”

      • C. says:

        I think it is rather that the original doors look much more like stainless steel with a light in the back shining somewhere on them. It looks like solid stainless steel doors.

        The new effect looks pretty terrible when I watch that video all told. I would revert back to the old one and just uprez it if I am being honest.

        Anyway, you do a great job man keep it up. I have donated and will donate again when you finish.

  3. DarkSamus says:

    Are aware that you missed a jewel in that video Albert?

    Check the top of the arch in that final room in the video.

  4. Frank Nitty says:

    Nice work once again… Yeah, I agree w/ u a/b them taking the laser scene from the movie and adding it to the video game

  5. Raf says:

    Nice work , Then please do a patch to the inscriptions on texture were in English, thank you.

  6. Jodeth says:

    Excellent work! The addition of specular effects makes the game… *puts on sunglasses*… shine.

  7. gsm says:

    The new specular effects really don’t fit the art direction. They’re supposed to be anisotropic specular highlights, and you’ve just made them glossy reflections. At least consider using more illustrative cubemaps for your reflections. That might get you closer to the materials the baked highlights were trying to evoke.

    • gsm says:

      I should have mentioned that I’m specifically talking about the highlights on the doors in this set of screen shots.

    • albert says:

      Thank you for your feedback!
      Yes, I know what you mean. I tried hard to get something more faithful to the original but the level of control we have over the specular and bump mapping for this game and its graphic engine is somewhat limited I’m afraid.

      Anyway, we’ll do some further testing! I think something better is ossible

    • DarkSamus says:

      I agree! It seems just a tad over-glossy, needs to be pulled back a little I think.

  8. Bigslimdogg says:

    Hey, i just found this project. I gotta say, it looks amazing. I got a couple of questions.
    1- How will we be able to get this once is done? will it be on Steam?
    2-Would you consider accepting Bitcoin donations?

    • Cris says:

      Hi there! Thanks for the support. We will be determining the options for distribution once the end of the project is in sight. We would like to give people good options for downloading. As for Bitcoin, all we have is a Paypal donation button on the site at the moment, sorry. 🙁 (Am I wrong in assuming Bitcoin is not a valid source of funds for Paypal?) Thanks for wanting to support the project!

  9. Alvare says:

    Looks much better. I like the specular effect. People need to understand these aren’t cubemaps.
    Would be awesome looking if it was possible.

    • albert says:

      Thanks! And you are right. Is really much simple:
      Regular map + bump map + specular map ^_^”

      Then we can control the intensity and scale of the specular map by hex-editing some values of the 3D model.

      It’s a simple bumpmap effect using a custom specular map instead of the default ones (those black textures with white spots you find inside 07000000.pack)

      • Alvare says:

        The scale of the specular texture? Interesting. That default spec has an really odd texture. Not sure how it works. But I guess that it’s not at all defined by in-game light’s their position and just sort of baked onto the diffuse maps. 🙂

        • albert says:

          Yes, there is a value inside every 3D model file which defines how big the specular map (default or custom) is in relation with the difuse map. So, if the spec map is huge, the specular effect will “move” slower when you turn the camera angle. And if the spec map is very small, the specular effect will move super fast and it will generate the illusion the texture goes crazy!

          The final look depends on that number, the specular map, the number of polygons (the higher number, the faster will move the effect) and the smoothing groups of the model.

          And finally, I’d say the light source position and intensity doesn’t affect those specular effects

  10. Guitar Player says:


  11. Sophia Sparks says:

    Absolutely great!

    One error to be noticed: the white doors positioned just before the circular elevator somehow clip through the walls when they open and close.

    Otherwise, it’s flawless.

    • albert says:

      Hello Sophia!
      I noticed that but I thought Capcom did it on purpose. So, I made the door to slide between the metal frames and the glass. Maybe the result is somewhat… weird 😛
      We’ll take that into consideration in the next revision 😉
      Thanks for the heads up!

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