Visiting the Merchant Before the 2 El Gigantes

This is a very small room, but filled with lots of small 3D corrections to make. At the end I’ve included example pictures (not a complete list) of the 3D corrections and improvements made in the room. Enjoy!

Comparison Shots

Additional Examples of 3D Corrections

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32 responses to “Visiting the Merchant Before the 2 El Gigantes”

  1. Frank Nitty says:

    Good work guys

  2. Vick S. Bateman says:

    Awesome job Cris!

  3. Alvare says:

    Hellyeah. Love these 3D edit shots. Btw, somewhat unrelated, have you guys already enabled nvidia dsr? Downsampling makes screenshots and the game even better looking (also force anisotropic x16 too) and through the inspector it’s less risk then doing it manually. It’s basically what anti aliasing does but way better as you’ll get maximum sharpness out of everything.

  4. Stefano says:

    Very cool project and nice work indeed!
    Although I have some suggestions that I think you should add to your project, regarding weapons, to make it as accurate as possible. And that would be remodeling and/or renaming the in-game weapons to their real life counterparts. I’d also like to make clear that I understand that having different types of ammo could be hard to mod and break gameplay. So for my part, just changing the aesthetics is enough for me.
    Also I’ll be donating by the end of the next week. Keep up the good work!

    Punisher > FN Five-seveN. Chambered in 5.7x28mm
    Red 9 > Mauser C96 Red 9. Chambered in 9x19mm
    Blacktail > Springfield Armory XD. Chambered in 9x19mm
    Matilda > H&K VP70M. Chambered in 9x19mm.
    Broken Butterfly (hybrid) >S&W Schofield Model 3/Colt Single Action Army Hybrid. (Should be modeled after the S&W Schofield due to Leon performing the top-break animation on the revolver). Chambered in .45 Schofield.
    Killer > Colt M1911. Chambered in .45 ACP
    Handcannon > S&W Model 500. Chambered in .500 S&W Magnum

    Sub-machine guns:
    TMP > Steyr TMP and Brügger & Thomet MP9 (HUNK’s and Krauser’s weapon). Chambered in 9x19mm
    Chicago Typewrite > M1A1 Thompson. Chambered in .45 ACP

    Shotgun > Remington 870. Chambered in 12 gauge.
    Riot gun > A custom Benelli M3 Super 90 with a retractable stock. Alternatively an M4 Super 90 with a 7-shot tube firing in semi-auto. Could also be renamed to either American (M1014 Joint Services Combat Shotgun) or British (L128A1) designation (since the merchant is most likely a weapon smuggler/trafficker). Chambered in 12 gauge.
    Striker > Armsel Protecta. Chambered in 12 gauge.
    Ada’s Shotgun > Mossberg 500. Chambered in 12 gauge.

    Sniper rifles
    Bolt Action Rilfe > Springfield M1903A4. Chambered in .30-06 Springfield.
    Semi-Auto Rifle > H&K SL8. Chambered in 5.56x45mm (I think it can be interchangeable with the in-game’s .223 cartridges)

    Rocket launcher > RPG-7V. Tube diameter is 40mm. The warhead used in-game is the PG-7VM (70 MM)

    The fragmentation grenades should be Instalaza Alhambra and/or Instalaza Alhambra-DO, which are the current hand grenades in service with the Spanish Army. Alternatively the American made M67, since Spain is a member of NATO.
    The flash grenades should be either the American M84 stun grenade, or the CTS Model 7290 used by police law enforcement. Don’t know if the aforementioned grenade is currently in used by the Spanish Police Force.
    Incendiary grenades should be modeled after the AN/M14 incendiary grenade. Also in service with the US armed forces (read NATO).

    • Stefano says:

      Forgot to add that most of this comes from, so cred to them.

      • Cris says:

        Thanks, I’d come across this a while back. My thinking is that we should remain accurate to what’s in the original game, rather than changing it to the real-life versions of the weapons, but I’d like to hear what others think about this.

        • Boris says:

          I understand how important it is not to make changes that compromise the original design and aesthetic, but I think subtle touches like this are great. I’m sure you know that Capcom went for the realistic gun-naming in RE5, so I don’t think many fans of this project would be up in arms about a potential update for this, especially if it was optional in some way.

        • Roland2 says:

          i agree with cris. it is (more) important to maintain an uniform look and stay close to the original artwork instead of going overboard with realism and turning the whole artistic style into an inconsistent mess. the weapons will look out of place.

          most hollywood movies and videogames aren’t realistic. gunshots in movies usually don’t sound like in real life, they are exaggerated, just like explosions.

          I know games like battlefield do record the real weapons though.

          • Boris says:

            I’m sure I will be satisfied with whatever Cris and Albert decide to do in the end. Forget what the the weapons are called and how they are modeled, I want them to sound like they did in the original gamecube version. Every version since the PS2 port has had gimped sound along with various other details that were never corrected. Bugs the hell out of me.

  5. B. Medeiros says:

    In the grenades image (first one), the rightmost grenade is mostly not on top of the box. Was that corrected?
    Awesome work so far, anyway. Thank you.

  6. Cris Without H says:

    I think you guys did a really good job, but I do have some things I’d like to point out. In the first screenshots, one of the grenades is levitating without touching the ammo crate it’s supposed to be standing on. The doors in the fourth screenshot have the exact same, symmetrical scratches that perfectly match each other. I do realise both halves use the same texture, so I think a good solution would be removing the marks. Also, in the screenshot showcasing piles of TMP ammo, shouldn’t the jackals look the other way? Perhaps they look correct now, but I’m not sure, it’s hard to notice the details on the original.
    Other than that, amazing job, really.

    • Cris says:

      Thanks! Some quick replies:
      1. Re: the grenades – yup, I’ll be moving that last one.
      2. Re: the door – yeah, I’ll work to avoid marks that draw attention to the fact that the texture is mirrored.
      3. Re: the ammo – Based on the texture (and this is the HD texture Capcom made for the UHD release), the jackal faces to the right on the top of the box, but faces to the left on the sides (if I flip it it would reverse the text). Thoughts?

      Thanks again!
      – Cris

      • Cris Without H says:

        Well then, fellow Cris, I think it all looks well. After learning that little detail, I think the ammo piles look exactly as they should.
        Also, I wanted to ask something. RE4 Ultimate HD Edition is know for not being the best port in history. It suffers from poor optimization at times and I wanted to ask you: do you think that the game will be playable with all these high-res textures? I mean, you also plan to upgrade enemy and miscalenous textures, afterall. It all might have quite a noticeable performance impact and I’m wondering if it wouldn’t end up like GTA IV PC port – lagging even on the best PCs.

        • Cris says:

          So far the game continues to run smoothly on my 7 year old PC. 🙂 We will keep an eye on performance as we go beyond the environmental textures, though. I would not want the final release to be like the GTA4 PC port. 🙂

          • Cris Without H says:

            Ah, that’s great to hear. I’ve heard lots of people had problems with RE4 port, especially on 60 fps. Actually, when you test those textures, what settings do you use?

        • Jodeth says:

          From my experience, its optimization is really good. 60 fps at almost all times, even at 4K resolution (2160p downscaled to 1080p using DSR). I’d say it’s the best port in history, despite a few sped-up animations (very minor imo). There doesn’t seem to be any noticeable performance hit with the Village HD textures.

          • Kaludio says:

            In the contrary,I think is one of the most half-assed post in a while. Yeah the game runs 60 fps most of the time, but during intense explosions it drops a couple of frames on my laptop. That same laptop handle RE5 like a champ, 60 fps all the time. RE4 port relies too much on the gpu to do its heavy lifting instead of the game engine. Integrated graphics would handle the amount of polygons and shading that RE4 requires if the game had a optimized engine that used modern APIs like OpenGL or dx11.

      • Alvare says:

        Please don’t have the door mirror the uv. It’s noticeable every time and not worth the hassle. I recommend you have one piece of door with the marks. And one half without.

        • Cris says:

          Yup, I’ve added this to my list of things to go back to. The door is mirrored in the original version, so I’ll need to redo the texture and the UV mapping.

  7. BG says:

    Minor thing I dunno if you fixed already, but in the first pic it looks like that piece of wood is clipping through the cardboard box to the left of the first grenade.

  8. Ramón Medina B says:

    very good work man, i love to see how this game becomes a real HD remastered title, because i don’t know how or why capcom released it with so poor quality

  9. stevens says:

    I think metal doors are too clean now. They was a lot dirtier/rustier/uglier in the original…

  10. Roland2 says:

    would you two guys theoretically be interested in doing remastered textures for other capcom games?

    i was watching a devil may cry hd ps3 longplay on youtube and noticed this game has a similiar castle
    i just imagined all the interiors and architecture looking amazing with highres textures like in your re4hd project.
    but due to being not ported to pc and looking even worse thanks to less and worse lighting and polygons and being developed on the weak ps2 than re4 on the more powerful gamecube hardware, i doubt you have any interest.

    or another game, ninja gaiden for the original xbox, it has pretty amazing graphics and got a nice hd remaster on ps3, but it could be pushed even further. or the first two ps2 god of war games, they got hd remasters on ps3, too, with 720p res and 60fps framerate, but the textures are pretty much untouched. i know there won’t be any pc ports ever.

    i’m dreaming a little bit because this project is so insane, there are a couple of third person action games of the 6th console generation that could look SO much better in the hd era with new hires textures.

    sorry for rambling, what’s your opinion and what are your other fav 3rd person action games?

  11. Guitar Player says:


  12. togan says:


    Will you please explain how “gimped” gunshot sounds are affected in this latest PC RE4UHD port.

    You’d think with a name like Ultimate HD Edition, it’s effects would sound optimal.

    PS. Keep up the great work Albert & Cris

  13. Elfotografoalocado says:

    Funnily enough I’m pretty sure the mapping problem is to some extent exclusive to the PC version.
    I just got past this room on Wii Edition and many of those objects are properly mapped there. (Namely, the ammo boxes)
    Also, the blocky things that you replaced with grenade models, aren’t those first aid sprays?

    Amazing work btw, it can’t be stressed enough 🙂

    • Elfotografoalocado says:

      Also, I’ll leave this here: the rain of the PC version is somewhat dissapointing because it has greatly reduced density and thickness compared to that of GCN and Wii versions. The heavy downpour of the original versions is a mere drizzle on PC.
      I believe this happens because of the low resolution of the alpha billboard, which makes it incompatible with high res displays. (Running the game at low resolutions fixes this)
      Could you remake the alpha billboards of the rain at a proper resolution so that it becomes a heavy downpour again?

    • albert says:

      Hello! And thanks 🙂
      Are you sure about that? Could someone post some screenshot showing how Wii version has better mapping compared to the PC version?
      Maybe the lower resolution output makes the bad mapping less noticeable. Is that a possibility?

      • Elfotografoalocado says:

        On the ammo boxes, I’m quite sure: I was looking for it so I zoomed all the way in with the sniper rifle. Some other 3D stuff that you have corrected is indeed the same on Wii (Wherever I remembered there was a 3D defect I looked for it)

        Desafortunadamente no tengo ninguna partida guardada cerca de esa sala 🙁
        Sobre los efectos, el problema de todo esto es que esta versión se va a jugar entre 720p y UHD o más. El juego original funciona a 640*360 si no me equivoco, así que para UHD/4k la textura ha de ser 6 veces mayor y luego se podría reescalar para las distintas resoluciones, que cada uno se instale la apropiada a su resolución de pantalla.

        • albert says:

          Hello again!
          I took a look at thoose ammo boxes using standard textures (in UHD) and I noticed they don’t look that bad if you don’t have anything else to compare. The bad mapping generates the illusion the boxes were rotated 45º from the player view angle. Maybe that’s what happened to you. It’s unlikely something got “unmapped” while porting the game. Bat I could be wrong of course!

          La textura de la lluvia se adapta a la resolución a la que se muestrea el juego (o al menos debería ser así!). Creo que no se ven las gotas más grandes o pequeñas dependiendo de la resolución. Yo diría que es más bien un problema de como trataba el hardware de la GC/Wii el ciertas texturas con transparencia y como lo hace la versión de PC. Pero haré algunas pruebas para que la lluvia vuelva a ser intensa. Seguro que se puede hacer algo! Es tan simple como hacer las gotas de la textura de la lluvia un poquito más gruesas (sin pasarme) y eso ya servirá para todas las resoluciones. 🙂

          Gracias por tomarte el tiempo de excribirnos! Si ves cualquier otra cosa extraña que crees que se nos ha pasado no dudes en comentarlo!

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