Walkthrough | Chapter 4-1 Fully Remastered

Hello everybody again! I’m back with a new video that covers the entire chapter 4-1.

As you know this chapter is quite long (video is almost 2 hours!). I spent a lot of time re-creating shadows and adjusting lights and I also needed a entire week to properly re-created those 2 mini cutscenes that are prerendered videos (bridge and Verdugo, you can see it in the previous post)

Click on the picture to get full size image.

What’s new since the last July 2018 release:

  • Adjusted lighting and effects.
  • A lot of small model and texture edits.
  • Improved stage shadows where needed.
  • Remastered File and Chapter End background images.
  • Remastered new enemies’ textures and models (purple Zealots, the second Garrador, Verdugo, Krauser).
  • Re-created prerendered cutscenes (512 x 336 to 1920 x 1056 pixels)

I hope you like the video! It’s been a pain to edit it because Windows was doing something while I was recording it. You’ll notice some slowdown almost every minute. The slowdowns generated a sound delay in the recorded video… at the end of the video there was 1 min of accumulated sound delay… So, I had to manually find the slowdown moments and edit the audio to re-sync it again with the video! XD

Please, send me your comments about it as usual 🙂

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81 responses to “Walkthrough | Chapter 4-1 Fully Remastered”

  1. Ben says:

    Looks great, is there an ETA when it all comes out as final package?

    • Sean says:

      They have said many times there is no planned release date, they are just working there best for like 5 years now, so the main aspect of this project is patience lol… but if you consider how close they are to the end, I think its safe to say they will be finished in less than 2 years 🙂

      • Arun Shanmugam says:

        another 2 years? 🙁

        • Maverick says:

          Resident Evil 4 goes until chapter 5-4, than there’s a final chapter. He mentions in this video that 4-1 was the longest chapter in the game, the size of about 3 other “normal” chapters. Since it’s taking about a month for each chapter, I’d say the prospects are good for a release by the end of the year, but as it was said, it’s a one man passion project with no deadlines, and shit happens along the way. On the other hand, Albert’s been going steadily for years and I doubt he’ll take any longer than necessary to get to the really high standards he set for himself. This project is a work of art and I hope he takes as much times as he needs to make it just the way he envisioned it. He’s probably the most interested in seeing the results of such a huge ammount of work.

        • CiTRiC says:

          I would say 1 year left.
          8 months for last 7 chapters (lets say a chapter takes 2 months, like 4-1)
          1 month for last revisions
          1 month for a special update?
          This is just an estimate though.

        • Sean says:

          im saying 2 years because albert will continue working on this project for the rest of his life, even after he releases it 🙂

          … i hope!

    • Weebus Glandular says:

      As others have said there is no ETA, it’s an absolutely massive project – this is far beyond ‘just’ a texture pack at this point.

      That being said, I think it would have been wise to maybe release more interim releases. The last publicly released version of this is coming up on 2 years old now and there have been massive changes since, it would be nice to get an update to that with the obvious caveat that not all the levels were finished.

      Perhaps there’s some technical issues with this where missing textures/models in one level will affect the others that I may have missed, but I think another pre-release would do well to keep this pack in the spotlight, and perhaps also get the author more donations to boot!

  2. Arad says:

    Hey bro this is amazing as always.
    I have a question: will this mod works with cracked version ??

    • albert says:

      This project needs the 4GBPatch to be applied on the bio4.exe file, but this 4GBPatch tool “kills” cracked version

      • Arad says:

        will u fix this for your final work that doesnt need 4GbPatch?

        • Johann Paris says:

          Not possible only thing is you need to buy it ^^

          The vram need it for no crashing…textures are way heavey than the usuals bad ones.

        • Weebus Glandular says:

          It’s currently $15 on steam, it’s been on sale regularly for half that, come on man jesus

          • mofail says:

            The steam game isn’t worth £1 as is, a BLATANTLY fraud product release at best. That pile of rubbish steam game will be worth something ONLY if this project is ever completed until then it’s just a rip off.
            I guess there will always be them suckers that keep rewarding big gaming companies that take advantage of their fans love of games.

            Anyone that wants this game would be better of with a cracked version until this hd mod is finished.

            It’s free & fuck crapcom for porting this pile of crap for 15 years.

          • gamer says:

            When a company ports a game to pc, they usually use another company and give them small budget and basically tell them , make it as good as possible with this, while not really caring if the product isnt totally better than the original (or even as good as the original). In that sense, yea, for some people it probably isnt worth it, unless you really want to play it and cant play the original.

  3. V I D A L says:

    Great work as always.
    Is there anything that prevents you from rendering those cutscenes in 4k? More future proof.. I mean.. I’ve been playing in 4k for over 5 years now.

  4. EPD Gaffney says:

    Great video. So exciting.

    The ganado with the hand detached from the wrist…I don’t think that was ever in any version I played. I would have noticed.

  5. Arun Shanmugam says:

    Hi Albert,

    I love the new “brighter” candle effects. 🙂

    Thank you for your stellar hard work.

  6. Frank Nitty says:

    “Cold blooded” is all I can say. Those textures on Krauser are top notch. Kudos

  7. Nordeck says:

    Awesome work, just getting better with every release. Take your time, you’re doing great. Cheers!

  8. B.O.W. says:

    Hello, you can use geforce experience for video recording. It’s a great recording.

    Your job is great!

  9. mofail says:

    Excellent video! The work is again very impressive so I have only one request at this point…

    @52:00 when you kill the zealot his outfit changed lmao I don’t think i ever noticed this before either…
    Any chance you could you fix this please?

    • Alvin says:

      Also mentioned it on the YouTube video.
      Albert told me the outfit doesn’t change, just the hood over the shoulders disappears. It’s always been like that. We just haven’t noticed till now.

      • mofail says:

        Ahh i tend to comment here instead , it does look very odd lol
        I hope it could be corrected though as the rest of the video is great & it’s just the only thing that really stood out to me.

        All of the shadow work is so very much needed & makes this game just look deeper visually & darker also. Textures are very nice & i don’t see any warped textures anymore, just fantastic work.

        I guess the only other thing i noticed are the weird lines on salazars neck/throat in his talking scenes. The weird lines don’t look very natural at all.

        • EPD Gaffney says:

          The problem is that the head mesh contains all that extra cloak stuff that goes over the other body. The two things they would need to do would be to make most of that cloak mesh be recognised by the game as part of the body, so that it doesn’t disappear when the head is considered destroyed, and make sure that the game doesn’t for any reason use the same asset (as opposed to a separate copy) for the body in both zealot models. I’m not sure how the game handles that latter part, or if they can make the purple-hooded zealots use a different copy should they currently share the same file.

          • Gamer says:

            I mentioned on YouTube, maybe add cloth to the shoulders or something

          • albert says:

            That’s not possible. The only differences between purple Zealots are the head, head accessories and weapons. The body loaded by the game is exactly the same model :/

          • Gamer says:

            for those that have hoods I should say, I think some of them dont have a hood to begin with. so they probably dont need it

          • EPD Gaffney says:

            Again, they may not be able to make the game use separate models for the hooded vs non-hooded bodies. Currently, all that’s different about these two zealot types is their head model, and the hood is part of that. I don’t know if they can make them use completely different body model files in order to do what you’re describing, or if that’s beyond what’s allowed for modding this game. If they can, it’s an easy fix.

          • Gamer says:

            ok, that would probably require creating an array table to tell the game which file to load if adding extra files, this is possible although mods i see use those, use roms and not .exe files, so it might be complex and guess isnt worth it

          • mofail says:

            Well it’s a shame if this small detail can’t be fixed sigh…. that crapcom laziness prevails.

            Still it’s kinda comical anyways shooting their clothes off like that lmao

          • EPD Gaffney says:

            It’s not laziness. The makers of RE4 were not lazy. This is a common thing and may well have been required because of hardware or even engine limitations. Otherwise, it could have been lack of time.

          • mofail says:

            ¯\_(ツ)_/¯

  10. OutcastPhantom says:

    Hi, great job as always.
    The video was beautiful and very exciting. One of my favorite parts was when Leon was walking in the room just before those mosquito things grab Ashley and the moonlight was showing up dynamically.(55:35)
    I noticed a few things that I want to ask you about.
    1. the 2 Knight statues inside the wall looks strange and ghost like. Were they looked like this in the original version? They look very strange! (30:37)
    2. In the shooting practice area, are the blast effects the same as the old ones? For example, when you shoot at a special target with 500 points it makes a blast effect, could it be improved? (38:38)
    3. And finally, when Salazar throws Leon into the well, the water surface in the first part of the well is not natural and it shakes a lot but after climbing the ladder in the upper level, the flowing water is very beautiful and natural, isn’t it possible to make other parts of the game like that? (1:35:00 – 1:39:00)

    I’ve been a follower of your site and project from 2015 and let me tell you, this project is amazing and definitely worth waiting for, even for a few more years (just kidding cant wait for the final release 🙂 )
    Good luck to you guys.

  11. Hola, algunos detalles que queria hacer notar, no en cuanto a este capítulo, sino en cuanto a la armas
    1 La striker deberia tener un deflector de cartuchos, y estos deberian ser expulsados apenas dispara Leon, no durante la animacion del retroceso, una foto de la escopeta con el deflector https://i.pinimg.com/originals/07/6d/ab/076dabe695a991076b5a3c79fe779dc7.jpg

    2 Las miniguns emplazadas tienen los cañones con unos tapones al frente, pues al parecer se basaron en modelos desactivados de museos http://www.imfdb.org/images/1/1d/Resident_Evil_4_minigun_1.jpg
    3 la culata de la tmp es algo distinta al modelo de la vida real
    4 la Punisher, en la vida real, tiene un gatillo diferente

    en general, creen que tambien sería posible hacer que las armas en cuanto a modelo sean más similares a las de la vida real, asi como retocar las texturas de los casquillos? gracias por la atencion

    • albert says:

      Gracias por las ideas!
      1. Ya lo tiene, un agujero por el que salen disparados los cartuchos, lo que no puedo modificar es el momento en que salen los cartuchos.
      2. No creo que sean tapones. Capcom siempre ha tenido un equipo especializado en armas detrás a la hora de crear las armas de sus juegos
      3/4, etc Algunas armas del juego no son modelos de la vida real sino mezclas o modificaciones. Algunas de ellas no tienen equivalente exacto en el mundo real. Sí que están “basadas en” pero no son una copia exacta del arma real.
      Así que ante la duda me he basado en el diseño del juego 🙂

      • Hola, gracias por la respuesta, pero queria aclarar 2 cosas

        1) en la striker, con deflector de cartuchos, me referia a esta parte, la señalada en rojo, si bien entiendo que las armas en RE4 son una mezcla de modelos, esta parte es vital en el funcionamiento de la striker, y es algo casi iconico en el modelo, asi como el agujero en la culata de la Red9
        https://i.imgur.com/xHJVVJd.jpg

        2) Si bien concuerdo en que por lo general, el equipo de Capcom suele hacer un buen trabajo en cuanto a modelos de armas, lo de la minigun no fue uno de esos trabajos, no existe minigun en el mundo que tenga esos ”tapones” en los cañones individuales, al tema del uso de un arma de museo como referencia me remito

        disculpen si me vi agresivo o algo asi en el mensaje, no fue mi intencion, saludos

        • albert says:

          En absoluto, gracias a ti.
          Ahora entiendo lo del deflector, no es solo el agujero sino todo el mecanismo de expulsión, no?
          Pero sí que lo tiene, aunque es una versión más “simplificada” ya que el modelo de tu foto no es el mismo que el del juego
          https://www.re4hd.com/wp-content/uploads/2020/02/254700_20200208203740_1.png

          Aquí está la info de la mayoría de armas del juego:
          http://www.imfdb.org/wiki/Resident_Evil_4

          Miraré bien lo de la minigun! 😉

          • Si, a eso me referia, la parte cuadrada básicamente es para que el cartucho choque con ella al ser expulsado y luego caiga al suelo (la striker, en la vida real, usa el gas del disparo actual, para expulsar el cartucho que fue disparado anteriormente, el último cartucho para ser expulsado se expulsa usando una varilla que está junto al cañon, (capaz tambien podria añadirse a ese modelo con vuestro mod?) como es un poco dificil explicar escribiendo el funcionamiento del arma, os dejo un link de un video que lo explica bien y en vivo, por asi decirlo

            https://youtu.be/RlR1CI3ck_U

          • albert says:

            Pues parece ser que la versión del deflector en el juego es más parecido a esto:
            https://www.youtube.com/watch?v=Uoy14h6K5TY
            con lo que la expulsión del cartucho vendría a ser un poco más manual… ¡en teoría! porque en el juego lo hace automáticamente, aunque de una manera extraña como bien decías.
            Quizás debemos dar por hecho que es Leon quien hace salir el cartucho, pero no lo vemos porque la animación sería muy complicada ¿? Pero tampoco tiene mucho sentido porque los cartuchos los sacaría cuando se hubiera vaciado el cargador por completo.

            Si la animación de la expulsión del cartucho ocurriera en el momento de la recarga todo tendría sentido.

            En resumen, La Striker de Resident Evil 4 tiene el deflector de la Cobray Street Sweeper. Aunque realmente debería tener el otro, por seguridad… El cartucho podría darle en toda la cara XD
            Lástima que no puede cambiarse el momento de expulsión del cartucho…

            Interesante que la pieza superior de la Striker pueda colocarse en modo de culata. Lástima que en el juego no pueda usarse esa función hehe

          • Pues si, lástima que la naturaleza del juego hace que las recargas realistas (y largas) no tengan cabida, más allá de las linitaciones técnicas

  12. CiTRiC says:

    Excelente trabajo Albert. Mi parte favorita es el suelo con “reflejo” del minuto 21:20 y 30:00, de verdad se ve increíble. Una lástima que no se pueda apreciar en más salas del castillo.
    Sé que Krauser aún no está terminado, pero en el minuto 1:49:05, cuando Krauser levanta la cara, se puede ver que en su ojo izquierdo, cerca del lagrimal, las pestañas quedan por debajo del ojo. Además de eso, la boina que lleva puesta podría tener una mejor textura. Por lo demás, la cicatriz se ve excelente y el rostro en general se ven muy, muy bien.
    En el minuto 1:34:12, se ve que a la derecha de Salazar, la ventanilla del dispositivo con el que escucha desaparece de repente.
    Como siempre, te deseo éxito.

    • CiTRiC says:

      Albert, no quiero sonar pedante, pero veo que has respondido a las demás sugerencias y me interesa saber si leíste mi comentario. Genial trabajo como siempre.

      • albert says:

        Ningún problema. A veces se me escapan mensajes entre tantos 😛

        “cuando Krauser levanta la cara, se puede ver que en su ojo izquierdo, cerca del lagrimal, las pestañas quedan por debajo del ojo.”
        Pues no logro verlo, por muchas veces que pongo pausa :/ Podrías indicarlo en una imagen?

        “la boina que lleva puesta podría tener una mejor textura”
        En general diría que la textura es de suficiente resolución, y está basado en una textura de boina militar real. Creo que los artefactos de Youtube han hecho mella en la textura haha
        Aquí un ejemplo random del tipo de tejido que usa (que tiene como … “pelusilla”) https://sc01.alicdn.com/kf/HTB1Hv.rGXXXXXXTXVXXq6xXFXXXS/201508527/HTB1Hv.rGXXXXXXTXVXXq6xXFXXXS.jpg

        “En el minuto 1:34:12, se ve que a la derecha de Salazar, la ventanilla del dispositivo con el que escucha desaparece de repente.”
        Pues es verdad XD No sé si jugando a 30fps también ocurre… le echaré un vistazo y miraré si tiene arreglo… que raro!

        “Como siempre, te deseo éxito.”
        Muchas gracias!! 😀

        • CiTRiC says:

          A lo que me refería con lo de las pestañas es esto:
          https://imgur.com/uSt9fV3

          Por la boina, tienes razón, me imagino que se ve mejor cuando haya más luz también.

          ¡Gracias por responder y espero que alguien consiga las fotografías de las texturas faltantes!

          • albert says:

            ¡De nada!
            Ok ahora lo veo. No están flotando, lo que pasa que el polígono del párpado justo encima de las pestañas en la imagen no está en zona de sombras. La iluminación del juego no permite “auto-proyección” de sombras, con lo que polígonos que en la vida real deberían verse más oscuros, en el juego se ven iluminados por el simple hecho de estar encarados hacia la fuente de luz, aunque estén rodeados de otras cosas que deberían oscurecerlos, como es el caso del párpado.

            A ver si alguien de por ahí consigue hacer las fotos ;P

  13. Sean says:

    Hey Albert! Amazing work as always 🙂 I havent had a chance to watch the entire video yet, so I may come back later with more information. For now, I wanted to point out some minor details.

    The shadows around the handrailing above the garden hedgemaze look much better!

    The lava room looks so awesome <3 that was always one of my favorite rooms because it always looked stunning even back in 2005 on gamecube, I wish they had done more like that!

    The painting at 23:10 looks perfect!! you cant improve upon that any further LOL

    The scene at 27:00 in the video is beautiful! seriously incredible 🙂 I just wanted to point out that the lighting on the character models is a little dark, especially in their faces when they are facing directly at the moon. I feel like you have made the moon VERY bright yet theres still a dark shadow over the characters face. Its a minor detail, but I think it would help add to the "dramatized" brightness of the moon. I really think the area looks great aside from that one detail 🙂

    https://i.imgur.com/ioIZ8w5.jpg

    https://i.imgur.com/3Er5EED.jpg

    Like I said, I have only watched 1/3 of the video, so I may post again in a few days when I have time. Great work!

    • albert says:

      Excellent feedfack!
      Thanks 🙂
      About that ghost face: Since they have that huge light just abouve their heads I thought it was justified, but you are right people don’t have the time to think about this detail, they will just see… ghost faces XD So, I’ll try to fix that camera angle. It’s a good time to apply what I’ve learned about camera angles and custom and specific lighting groups applied on them!
      Agree about the moonlight. Easy to improve!

  14. Arun Shanmugam says:

    Hi Albert,

    Can you fix this weird line on Ashley’s hair?

    https://i.ibb.co/Czx2GgP/CHAP4-END-RENDER-scaled.jpg

    Many thanks in advance.

  15. Luiz says:

    Well done, guys, well done! Keep up with the good work.

  16. S.T.A.R.S.'s Julia Valentina says:

    Is there going to be a “lite” version? My PC runs this game like a charm but it sometimes goes slow motion only, and only after opening the inventory screen, so I think these textures are going to turn my PC into a super saiyan. It’s not like I can’t run them but my monitor is not 4K.

    • albert says:

      Hi!
      Probably, I want to release several extra/optional/separate packs when the project is finished based on the demand. A lite version will probably be one of the packs

  17. Ascaron says:

    Trabajo magistral, como siempre!

  18. butts says:

    I want to emphasize how impressed I am by all of your work. You took a rough gem and polished it to a sparkling shine – which is something not even Capcom was willing to do. Because of your efforts, one of the better games to ever be released gets to continue to bring joy and entertainment for years to come, and look good doing it.

    I know none of this was easy and it can feel like a thankless task at times, but I just want you to know how much I appreciate all you’ve put into this project. Thank you for your continued efforts, they’re really something to be proud of.

    • albert says:

      Thanks a lot for your message 🙂
      It’s hard to find people that fully understand the difficulty this project entails.
      Fortunately we’ve find a lot of people here that do it, and we are happy because of that.
      We are doing all this work for fun, but this kind of encouragement is always a great help! ;DD

  19. Vicyous says:

    What program did you use to create SFD video files?

  20. ismael says:

    hola albert, me dio ganas de jugar mi RE4 y gracias a tu asombroso trabajo acabo de descargar el mod pero mi pregunta es este mod que tienes solo incluye hasta el ano 2018 o tambie vas actualizándolo hasta la fecha ? es que has echo muchos arreglos y me gustaria tenerlos. gracias albert. Dios te bendiga siempre..

    • albert says:

      Hola!
      efectivamente, el pack disponible ahora fue lanzado el julio de 2018 y no tiene todos ls arreglos hechos desde esa fecha. Es pues, una demo.
      Preparar un pack requiere bastante tiempo, por ese motivo los lanzamos cada mucho tiempo. El próximo será en cuanto acabe de revisar todos los capítulos (El próximo capítulo será el 4-2)
      Gracias por seguirnos y por la paciencia!!

  21. Max Storm says:

    Hey Albert, how’s progress coming along with chapter 4-2?

  22. Alvin says:

    Just wanted to say this.
    The amount of your perfectionism, motivation and dedication is very rare to behold. It’s the main reason that I will never forget you as a person. I will seriously never forget your name and this project. 😀

    I just hope that in the future, when you decide to take on another challenge you will eventually find a person who’s willing to team up with you throughout the entire thing and that you’ll make more money back. Even though these things may not be the main purpose of the project, I wish you all the luck and wealth you deserve for doing all this. And Cris too of course.

  23. Rafael says:

    How can I download the files? The Instructions and Download page does not have links except for the torrent file link, which doesn’t work.

    • albert says:

      The Torrent file is the only available option right now. It doesn’t work by its own, you need a BitTorrent client to open that small file and start the download.

      • Rafael says:

        So I click the link for the torrent file, but the page doesn’t load and no file is downloaded. If I go to BitTorrent and do File>Add Torrent from URL… and paste the URL there I receive an error message. Any idea of what could be going wrong?

  24. Gonzo says:

    Albert, un trabajo estupendo, ojala tuviera yo tu talento para poder ayudarte con el proyecto. Espero que estes mejor de la ansiedad, no sabes las ganas que tengo de rejugar Re4 con estos graficos. Mucho animo tio

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