Walkthrough | Chapter 4-2 Fully Remastered

Hello again! A new video is here… in 4K! The game runs 100% smoothly in my new computer even at 4K and recording a 150mbps video at the same time!
I was a bit worried even in a new machine this game had performance issues but it’s not the case. Even the game was poorly optimized for PC it can run just fine in a high-end machine.

This chapter has only 4 rooms. And chapter 4-3 is almost done. But I guess I’ll wait Resident Evil 3 to be released before posting a new update so it won’t go unnoticed.

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 (the 2 Gigantes).

I’ll be waiting for your feedback as usual! Have a great weekend 😀

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25 responses to “Walkthrough | Chapter 4-2 Fully Remastered”

  1. HawkX says:

    As always it looks absolutely fantastic! 🙂 I dont have any criticism to say personally… I just cant wait to finally play it whenever it is ready! 🙂

  2. Gabooz says:

    At the end of the chapter, when the elevator goes up, the tomb have a transparency effect which allow you to see through, except that it looked good to me, always fantastic work 🙂

    • albert says:

      Oh! I can’t see it. Maybe you are seeing the dust particles ?? Could you share a screenshot?
      Thank you!!

      • Gabooz says:

        It’s at 47:38, the higher it goes the more i see through, and it doesn’t look like dust it feels like we see the cave wall behind.
        I can’t be the only one to see it??? On the tomb and pillars.

        • albert says:

          Yes, that’s the dust particles that are in front of the camera XD
          I guess it’s an illusion because I don’t see through, I see the blurry round dust particles floating

          • Gabooz says:

            I looked closer and it’s true there are some circles, and it’s also visible on Leon (even if less visible).
            I wonder then, is it possible to disable that effect? Is it like for the castle sewer where you keeped the grain to keep a dirty feeling for the place and then you keep it here too? Or possible to disable it for fixed camera like for that scene (it’s a really short scene, it won’t be big trouble, but it look strange)?

            By the way around 21:30 when you cut enemies on the top of the ladder, when they launch axes on you they often hit you because the axe goes through the metal parts, isn’t it possible to edit it too to make it solid?

        • EPD Gaffney says:

          Yeah, it really looks like a transparency glitch, but after watching a few times I can tell it’s exactly as Albert describes. Funny how our eyes play tricks on us, though.

  3. Alex says:

    In 4K it looks even better. Great work, as always. Appreciated all the passion and effort you’ve put into it, just amazing. Can’t wait final release)

  4. Frank Nitty says:

    Awesome… Glad you got everything up and running w/o a hitch.

  5. Kaludio says:

    la iluminacions se ve muy realista y me encanta que tan bien se complementa las texturas y la nueva iluminacion https://i.imgur.com/t01AakW.png . La seguna es que la mano de los novistadores tiene como que un mal mapeo, talves remapearlo usando las mismas texturas pero de una forma mas elegante sea buena idea —> https://i.imgur.com/kEGUSZN.png. Por ultimo quisiera elaborar mas sobre porque dije que la luz se veia rara. En mi opinion la luzes de las cuevas tienen un efecto “spot light” porque pareciera que tienen varios puntos focales. A esto es a lo que me refiero —> https://i.imgur.com/CbcmRoR.png —> https://i.imgur.com/OUWYNiY.png . Como siempre gracias por su tiempo y dedicacion

    • albert says:

      Gracias!
      Antes de nada, creo que el mensaje te ha quedado cortado. Dices lo de “la segunda” y creo que se ha perdido la explicación de la primera imagen
      Cierto! tengo que mejorar el mapeado del Novistador. Buena vista haha
      El problema de ese efecto es que es un tanto caótico y difícil de controlar. Cada agujero tiene posicionado un conjunto de haces de luz, pero determinar la dirección de cada uno de los elementos del conjunto es poco menos que misión imposible. Se puede definir la cantidad de haces, su tamaño y dirección del conjunto, eso sí pero cada uno de los rayos”va por libre”
      de todos modos, el número de agujeros y el número de focos de luz en el suelo no coincide, así que, que los haces de luz esté un poco “locos” ya va bien para justificar la cantidad de manchas de luz en el suelo.

  6. JagBone says:

    My only feedback is the flame flickering. Shouldn’t it be a gentle flicker? Really ght now it’s blinking like a electric ceiling light. Plus, it is irritating on the eyes.

    • albert says:

      That’s because of the 60fps. It makes the flickering double-speed… This is one of the reasons I recommend to play this game at 30fps 😉

  7. Bloodyhunter says:

    As usual, you’re doing God’s work ! A couple of details that could use more polishing maybe:

    – the specular effect of the dynamite seems a bit too strong imo.

    – the bottle caps representing Leon don’t have the correct gloves texture. It seems they’re the gloves Ada has in Assignment Ada. This “glitch” was introduced in the UHD Edition and ported to the PS4/One/Switch versions if I’m not mistaken.

    These points aside, everything is perfect. Keep up the good work, I can’t wait to see what you have in store for us ! Also, I’m sure you’ll REALLY have a blast playing RE3 2020 with your new rig haha.

    • albert says:

      Thanks!
      I had no idea about the gloves texture. I’ll take a look at it!
      About the specular effect.. hum yeah, it looks too bright

  8. mofail says:

    The only issue with these videos is that enemies don’t stay still long enough to be looked at lol
    It would be great to more closely examine the models.

    The environments in the double gigantes room are fine though it’s hard to examine anything with that lighting & heat effect that room has. In general it all looks fantastic. I hated trying to mod textures in that room the most though & i’m really glad you reduced the size of the wire mesh floor Leon steps on in that room. In the 2007 version I remember the holes were so big it looked like his foot would easily fall through the floor.
    I’m curious about what mistakes you noticed after releasing this video though…

  9. Max Storm says:

    Albert, I notice the bottle cap, from the bottle cap collection are low-poly and not round. Can you make them round

  10. Taitas says:

    Hi man could you send me you razor dll companion files I fucked up mine could you send it to stiliqn93@abv.bg

  11. Mariano says:

    Hola podrias explicar en un video como agregas las coliciones a objetos y como mueves las texturas/objetos
    y en el minuto 17:56 se me hace que la luz azul es muy fuerte en vez de dar de costado da para arriba la luz

  12. Reiko26 says:

    whoah this looks so amazing bro. thanks for bringing this to us fans

  13. Joel says:

    Incredible! Didn’t think the game could look this good!