Hello everyone!
How are you doing? Are you already enjoying the new RE: Village game? I am! It’s a fascinating experience. It’s like RE7 on steroids + some re4 nostalgic elements here and there. Please, don’t blame me for taking some time to enjoy the new RE title XD
About HD project, Separate Ways Chapter 4 final adjustments are finished and Chapters 1-3 HD cutscenes are already refined and polished as much as possible. Here are some random comparison shots…
I can’t provide much news about all the programming stuff that this game needs to be completely polished because everything it’s in a “maybe/probably/almost sure” status. So, I’ll keep you updated as soon as things become a reality.
Another programmer will probably come into scene, but I still have to talk personally to him, and I’m really excited because he’s pretty known between the fans. Oh well… I’ve just said I wouldn’t say anything until is 100% sure and look at what I am doing XD. Contradictions make us humans after all…
Anyway, the project will be released after my work is finished. Any programming adjustment would come later in the form of patches. As I promised, the programming stuff won’t delay things further. So, the final pack that we’ll release here before all the programming issues are fixed will be named re4HDProject 1.0.0 … I guess
And what’s left now: SW chapter 5, the remaining low-res cutscenes (including endings) and the extra costumes for Leon and Ashley. And of course anything wrong you find. As you know, I change a lot of small details based on your feedback I find here and in my YouTube channel. And a lot of boring optimizing files and tests…
Next posts I’ll do will probably be: SW chapters 1+2, SW chapters 3+4 and SW final chapter + some Extra stuff
Anyway, In the meantime I’ve prepared a pack of all the beginning/end of chapter high resolution wallpapers of all Separate Ways chapters. I hope you like them 😀
Everything is looking really great. I love the detail on the activation key. And the end of chapter images look amazing
Fuaaa, amigo, yo quiero ser como tú. Demuestras que con poco se hace mucho, y que mucho (Capcom) no significa nada. La mejora de re4 vr es mediocre comparada con este proyecto. Sin duda va a caer bien. Saludos
RE Village is amazing, enjoy the game a lot!
Gran trabajo Albert, una duda, los modelos de los premios de la galeria de tiro ya tienen sus modelos y texturas en version hd hechas por ti?
Albert:
Un trabajo asombroso, como siempre 😉
Solo querÃa hacer una acotación: las pistas de cobre de la tarjeta de activación tiene más sentido que sean pocas, pero anchas:
1. En electrónica de potencia, cuando son cargas grandes se necesita que los cables/pistas sean gruesos para que resistan la corriente que circula.
2. Como esas tarjetas son para activar las torretas y se parecen más a las originales, creo que es lógico que sean pistas grandes.
Eso, siempre atento a las noticias que dejas.
Saludos desde Chile!
Ricardo, wow amigo, le sabes xd
Gracias!
Pues resulta que en la textura de “Examinar” esa cantidad de pistas es la que hay. El hecho de que la versión “ingame” (que es la que se muestra en la comparativa) sea tan borrosa crea la ilusión de que un par de bandas se junten y parezcan una sola, y por eso parece que haya menos y sean más anchas.
Asà que la recreación, en cuanto a cantidad de bandas, es 100% fiel a la textura original de mayor calidad que podemos ver al examinar el Ãtem.
Entonces ahora me has puesto en un dilema: ¿soy fiel a la textura original? ¿O aplico la lógica del mundo real (que este juego no tiene mucha, pero bueno…) y hago las bandas más anchas y en menor cantidad?
Haha lo que da de sà el hecho de que una textura borrosa cause confusión! XDD
Personalmente siento que tiene sentido el uso de pistas finas debido a que en este caso se utilizan para comunicar el microcontrolador de la placa con la torreta, no la está alimentando mediante el circuito. De todos modos, quién utiliza microcontroladores en torretas? XD
Pues mira, los mismos que tienen máquinas de electrocardiogramas en una torre de comunicación cuyo panel de control es una máquina de control de presión de gases de uso médico: Capcom
Claro, que a baja resolución y pixelado eso no se ve XD
Yo estudie Inge Electrica en mexico y en la clase de controladores logicos programables vimos que es muy buena practica separar tus circuitos de potencia y tus circuitos de control ya que los electronicos son muy sensibles a la corriente y el voltaje. Por ejemplo los autos funcionan con sistemas de relevadores y fusibles para cuando se produsca una falla no afecte otros circuitos. En otras palabar para que un corto en el motor de arranque no te queme el PCM xD
Looks amazing! So glad to see Gemini will be helping you out with fixing all that crap.
Shhh! How do you know? 😛
Hahahah, its very obvious. Gemini himself said he would on Twitter, and I saw you joining his server… And I don’t know any other RE programmer that is “pretty known between the fans”.
Me encnatan estos wallpaper, muy buenos la verdad, espero con ansias el siguiente update.
un saludo
RE Village is amazing. But, honestly, it’s got me even more excited to go back through RE4 again with your finished product. After all, it is my favorite RE game ;). Congrats on all you guys have accomplished so far and here’s to the finish line!!!
The new wallpapers look great, but there is one that looks a little… off? For Leon’s Assassination, he almost looks like he has an overbite/buckteeth, but it might just be me. In the original, I think he’s just gritting his teeth, but that original image is so low res, I can’t say for sure. I’m pretty sure the pose was just a still from the Knife Fight cutscene, but I’m not sure.
Thanks!
Haha yeah I also notice something In Leon’s face, I was waiting for some feedback and I see I’m not the only one seeing that. I’ll fix it for the final release, (and upload the fixed poster as well)
INCREDIBLE….I never knew how much I needed this project. I check your site daily and my wife and I can’t wait to play through it.
Thanks Albert. Looking forward to the next update. Hopefully it’s not too much longer before the project’s completion (sans the programing stuff to enhance the vids of course).
Oh man, I’m so excited for this!
Hey Albert, crees que podrias hacer que las granadas que lleva Krauser en el cinturon tengan el mismo modelo que las que puede usar el jugador? debido a que este es el modelo que estas poseen al ser lanzadas
https://i.imgur.com/52uaDBH.png
Es algo que he pensado muchas veces, pero creo que por respeto al diseño original y que aparece asà en renders oficiales etc… lo dejaré tal cual…
Incredible work, love the wallpapers, thank you!
Looks gorgeous as always. It never occurred to me just how impractical and strange the activation key’s design is, what with that long, flimsy, exposed plastic circuitboard and all those delicate chips that are apparently meant to be inserted into some industrial lock and turned, with all the force being absorbed by the board itself and not even the metal handle. And don’t get me started on the static electricity.
Hahaha yeah. totally agree XDDD
Glad it’s coming well 🙂
I can’t freaking wait!!!
I’ve been holding off on playing RE4 just to save it for this mod. Can’t wait for the final release!
Hey Albert te pasé otra información via twitter, saludos!
Ostras es un gran dilema, porque en la descripción pone .50
No podrÃa ser más bien la .50 Action Express
https://www.sportsmansoutdoorsuperstore.com/prodimages/82748-DEFAULT-l.jpg
en lugar de la .500 S&W?
https://cdn11.bigcommerce.com/s-mpr31/images/stencil/300×300/products/71329/389750/45992__51380.1583373101.png?c=2
Ya se que aquà pone lo de .500
http://www.imfdb.org/wiki/Resident_Evil_4#Ammunition_images
Pero creo que es pura especulación por su parte…
ahi te contesté por twitter, basicamente cambiarlo a .50 seria mas facil por no requerir el cambio de texto de la descripcion pero .500 seria mas correcto por ser la municion que usa la handcannon en la vida real, como tu lo veas mejor, si fuera mi decision, pondria .500 (solo si se puede cambiar la descripcion)
tambien arribe pregunté si ya le aplicaste las texturas y modelos mejorados a las figuras coleccionables xd
Albert, eres el responsable de que lleve años sin tocar RE4. Desde que supe de tu proyecto me dije a mà mismo que la siguiente vez que lo juegue será para hacerlo con tu mod, para disfrutar de nuevo de RE4 con todo el detallismo y mimo que le estás poniendo, que es mucho. GrandÃsimo trabajo, y con unas ganas brutales de que esté disponible.
What did you decide to do with the secret room in Chapter 2-3, and will the final pack come out before July?
Awesome news. Always fun to hear what any updates.
Take your time and enjoy village. Really fantastic game.
Even though the programming shenanigans won’t delay the project… I can’t help but want to wait for that anyway. I will see where that goes. I feel like at this point I enjoy following the project’s progress more than playing the game itself.
May we know what the new programmer role on the project 😉
I really love the project the change is amazing!
However I do kind of miss some of the more intense highlights / lighting in the original, you can see what I mean here: https://www.re4hd.com/wp-content/uploads/2021/05/SW4-2A.jpg (her hair and arms)
And here: https://www.re4hd.com/wp-content/gallery2/0157-chapter-5/CHAPTER5_004A_resultado.jpg (before, nice highlights on the top of Leon’s straps) https://www.re4hd.com/wp-content/gallery2/0157-chapter-5/CHAPTER5_004B_resultado.jpg (after, more uniform and flat lighting).
I’m not sure if it’s a stylistic choice, but I’d love an option to enable the old lighting, at least on the characters I like it a lot!
But still, good luck on the project, so excited about all of this 🙂 Best wishes <3
Thank you for the feedback!
The thing is the screenshots doesn’t show the light is dynamic now. For example, in the Ada’s screenshot, she looks that dark because she’s behind a container, in a shadowed corner, once she gets out of there she’s illuminated again. And the light reaches the characters depending on the light sources position. In some areas, in the original, it was static no matter what the character position was.
And the same for the Leon one. Moonlight doesn’t reach him when he’s under that structure. Once he’s out of there the moonlight is added to his body and he has more light 😀
I don´t know how much exactly you can change by modding the game, but now that they are Programmers working on this mod, is it possible to add mouse support to the game? I am talking about being able to control the camera with the mouse, like you can do in every other 3rd Person Action-Game.
You do control the camera with the mouse in RE4UHD. You can download Raz0rs trainer for UHD to even make a wider camera angle. For the Ubisoft port or emulators, you normally can’t. Please correct me if I’m wrong, I’d like to know if its possible to get Steam controls for the emulator.
I imagine the request is more for full 3D control over the camera, which I don’t think any version of RE4 has. Personally, I think it would not do the game any favours, but I’ve seen the request a number of times before, so maybe I’m in the minority.
Yeah, that is what I was talking about. For someone, who has not played the game back then when it released, it is really hard to play the game with it´s tank-controls. At least a functional 3D control over the camera would make game way more enjoyable.
Ah I had a feeling you hadn’t played it on release. That whole dual-stick method wasn’t ubiquitous yet, though it was partially a way bridge old RE and new RE as well.
I think if you got used to it, you may like it. The game is designed without 3D camera control in mind, and even the enemies use tank controls.
To me, the way the camera always follows directly behind me and I don’t have to worry about controlling it myself is actually an advantage. If I’m desperate for extra peripheral vision I can take a quick peek with the analogue stick, but don’t forget, that was the C-stick on the Gamecube, so it wasn’t intended to be needed very often.
If some programmer finds a way to do this, then by all means, give people the choice, but I do fear games are getting more and more boxed in to a couple of set designs, so I hope people will continue to try to enjoy titles that don’t conform to those set designs as well, even if it feels strange at first. RE4 feels different to other games and it’s designed really well.
The HD project will support ultrawide monitor?
That’s a question for the programmers, but I’d say it’s possible. Maybe not in the first full release, but in a future patch that may fix some bugs
thank you albert, great work as usual. for the final release i hope you will release a complete wallpaper pack of all end screens, mercs, and all renders you have previously done. that would be nice
Hi, your work is astonishing…
RE4 is my fave RE to date, so, i can’t wait to try it out.
RE8 is amazing, more fun than 7 and more varied too, I hope you will enjoy it.
I have a question about the project, surely it is a question that has already been asked, so you will forgive me if I ask it again.
In the original GameCube game, there was a depth of field effect in some cutscenes. This effect has never been reported in the other versions (except the one for Wii) because it was said to be a native effect of the GC / Wii and therefore not reproducible. Will this effect be restored in this HD Project?
Thanks a lot for the answer.
Hello!
Thanks!
A colleague will probably try to restore it, but I can’t say if it’s possible or not at this point.
Hey Albert, te pregunte en uno de los primeros comentarios si ya aplicaste las texturas y modelos mejorados a las figuritas que obtienes en la galeria de tiro, saludos
SÃ, eso es un copiar y pegar, aunque quiero hacer algún retoque 3D también, aprovechando que lo he hecho en los modelos ingame, que no me costará más de un par de dÃas supongo
Would it be possible to add an optional download for a playstation themed UI or is only the xbox themed UI included like in the original PC version?
Do you mean Playstation button promts? There’s already a few mods for that.
https://residentevilmodding.boards.net/thread/978/darksamuss-ps-xbox-button-mods
https://residentevilmodding.boards.net/thread/899/alternate-ps-button-mod
https://residentevilmodding.boards.net/thread/7381/re4-uhd-ps3-ps4-button
Hello albert, verdugo7 here
A damn very nice work on everything 😀
If I need to suggest something, it would be Leon’s facial expression in the wallpaper (Stop Leon’s Assassination chapter in Separate Ways)
In your remaster, he’s a little “grinning” while having his upper lip a little thinner and wider than normal, while in the original he simply “opens” his mouth a little bit while his lower teeth visible a little bit. It would be great if you make it as close as the original as possible. Here is the references of his facial expressions
https://i.ytimg.com/vi/DcvTbq3ScNE/maxresdefault.jpg
https://i.ytimg.com/vi/6eW11JFO2pc/maxresdefault.jpg
Other than that, amazing job as always!
Thank you! I don’t remember if I already answered you XDD
Someone else mentioned it as well. So, no doubt I’ll fix it ;D
Looking great as usual but over several posts I’ve noticed the (fantastically reworked) HD version looks significantly darker than the original, both in cutscenes and gameplay. For example, the third screenshot comparison on this post and a previous cutscene one where Leon and the President’s daughter are on a boat, the whole scene and lighting on the characters seem much darker. Any idea if this is normal?
Thank you for the feedback!
The thing is the screenshots doesn’t show the light is dynamic now. For example, in the Ada’s screenshot, she looks that dark because she’s behind a container, in a shadowed corner, once she gets out of there she’s illuminated again. And the light reaches the characters depending on the light sources position. In some areas, in the original, it was static no matter what the character position was.
And the same for the Leon one. Moonlight doesn’t reach him when he’s under that structure. Once he’s out of there the moonlight is added to his body and he has more light ?
And overall, the game looks slightly darker now because a broken effect caused the game to look more red and more brighter, which caused some overexposition issues here and there.
So, the “original” look in the HD ports of the game are a consequence of a porting bug. We’ve fixed that so the colors and brightness are back to the Gamecube/Wii original tone.
Anyway the color filters can always be used to emulate that brighter and warmer tone if people like it.
Ok makes sense. The colour tone of the images wasn’t an issue for me, just the model lighting looking dark when the comparison screenshot showed strong lighting on them. I was just worried it would end up being a detail similar to the whole Dragon Quest XI situation where Square didn’t relicense a proprietary lighting library from the original in the definitive edition so the lighting looks worse in the definitive edition as some lighting detail was lost. Glad it was just a result of the dynamic lighting! Amazing work Albert, looking forward to the final release!
Could you make it so the color filters also apply to menus and pre rendered cutscenes?
I also noticed that the pause screen doesn’t cover the whole screen, it’s a pretty small detail, but could it be fixed? https://imgur.com/a/B56nu7Z
About the first one, I’m afraid I can’t. About the second one… I think I can edit the position and size of the red background image. You are right. That vertical line on the left is annoying XD
That’s a bummer. I want to use the CRT color filter, but I think it would be very jarring to have the color change whenever I open a menu. Maybe using ReShade would be a better alternative?
Yes, if you use a simple color/brightness reshade filter would give you the same results. It’s a matter of obtaining the most balanced result. I suggest you to take screenshots in the exact same place to do your calibration experiments
I don’t think I will have to calibrate anything, you can add a transparent layer and use that as a color filter with ReShade. Could you upload the CRT color filter you’ve made or tell me where the color filters are located in the directory so I can convert them to .png and use them with ReShade?
“I don’t think I will have to calibrate anything, you can add a transparent layer and use that as a color filter with ReShade. Could you upload the CRT color filter you’ve made or tell me where the color filters are located in the directory so I can convert them to .png and use them with ReShade?”
Oh nevermind, I misunderstood how the color filters worked. I thought they were a simple transparent png file, and not a gradient.
bad link
Oops, does this work? https://imgur.com/a/5DaW9dm
¡Ostras! ¡Esa FMV no parece reescalada con IA! OMG! ¿Has cogido tus assets y has animado las FMV manualmente en HD? Porque de ser asà me has dejado alucinado
Haha es una mezcla de varias cosas. Como ya comenté no recuerdo donde, los datos de los ángulos de cámara de las cinemáticas del Separate Ways es lo único que hay del material original que se usó para generarlas
Asà que he podido capturar las escenas vacÃas y luego ponerle encima todo lo que falta (personajes, ajustes de iluminación, etc… eso sÃ, emborronándolo un poco porque si no cantarÃa como una almeja la diferencia entre los personajes aumentados con AI y el fondo superdetallado
Aunque no siempre es posible, porque a veces la iluminación es taaan diferente y el ambiente está tan cargado de efectos (polvo, explosiones, niebla abundante, disparos, etc…) que no puedo superponer los escenarios vacÃos, ya que eliminarÃa esos elementos del video original.
Asà que cada video tiene su historia por asà decirlo… Y sÃ… el recorte de personajes es fotograma a fotograma… dios me tenga en su gloria cuando llegue el dÃa porque me lo he ganado XD
¡Madre del amor hermoso!
¡Con esa currada que se ha metido, va usted al castillo de Lady Dumitrescu y, en vez de tratar de comérselo, le invitan a comer fabada y tomar café porque les da penica lo cansado que viene!
Me conformo con una copita de “sanguis virginis”, que dicen que es de buena cosecha. Aunque lo que me molarÃa es que me diesen la botella una vez nos lo pimplemos (por lo de no tirarla)
You wrote “For the longest time I’ve wanted to make an HD texture pack for Resident Evil 4, specifically for the Wii version played through Dolphin (since it retains all of the original effects from the GCN).” in the first article in the website. Will you share a Wii version of the project?
Oh!! that was hundreds of years ago before the PC port was released. No model, light, effect, etc edits can be done on the Dolphin.
And we learned to edit all this kind of stuff during the process, so, it doesn’t make any sense to work on the Dolphin version.
Of course, once the project is released, any person can take this project textures and port them to the Dolphin emulator, but I repeat, no other modifications but the textures will be ported.
Hey Albert, asi como uno de los filtros trata de emular la version de gamecube, seria posible hacer filtros que emulen el aspecto de las versiones de re4 de otras consolas?
hey albert. Great work as always. Everything looks perfect except for leon’s teeth in the 4th chapter photo render of Seperate ways (they look black and out of place). Please see if there is a way to fix that or else it is fine as well
How long will RE4 project complete?
This looks amazing! Waiting on this to do my first full play through! When is the release date?
By the end of the year I guess! ;D
Thanks!
I look forward to it! 🙂 All the best 🙂 well done on your amazing work!
Hello, will the old re4 tricks still work in this modded game? So i remember there were a few out of bounds tricks you could do in the del lago section & also the beginning of the island section…here’s one example below….
https://www.youtube.com/watch?v=LCjnav_7T80
Hum, they should work. I just fixed some evident collision issues. The rest of collision data is the same. And these things are all based on collision tricks, I guess…
Anyway, it’s easy to deactivate all wall collision with a trainer anyway hehe
Ah of course lol well looking forward to the next update, good luck
Yo Albert, when is the next video coming out?
I’m preparing it right now! ;D
Oh Capcom, oh Capcom… https://www.polygon.com/platform/amp/22519568/resident-evil-4-copyright-infringement-lawsuit-capcom?__twitter_impression=true
This could have been extremely useful to the project.
The book called “surfaces” 1996 was used to produce the textures in re4
@chris @mark
I dunno why I tagged markz was supposed to be albert
Here is the book link
https://www.amazon.com/Surfaces-Research-Artists-Architects-Designers/dp/0393730077?ots=1&slotNum=1&imprToken=c8bced8f-421c-903d-6e5&tag=polygon05-20&ascsubtag=%5B%5Dpl%5Bp%5D22283609%5Bt%5Dw%5Br%5Dcom.google.android.googlequicksearchbox%5Bd%5DM
This is some of the stuff Capcom has been using during the years I have in my hands. What they paid and what not… that’s a mystery
And also there is a lot of webpages they took pictures from
https://www.re4hd.com/wp-content/uploads/2021/06/surfaces.jpg
Does this contain textures only for environmental/architecture stuff, or does it include clothing textures as well?
Mosty generic surfaces textures including some architectural and ornamental elements. No fabric textures, all hard surfaces
Yeah, I have the book, and the CD that comes with it since a long time ago. And even a friend of mine bought the HD version for some images of the collection (becasue the CD contains only low resolution gif files, which is what Capcom probably used)
Hahaha I really thought they paid her for the images. I never thought Capcom was so “cutre” (what’s the word in English?) to simply stole that books work…
Anyway I’m pretty sure that was a decision of one of the artists working on the team…
Stingy 😛
Pronounced “stin-jee”
Haha thanks! XD
Look like Capcom got sued for stealing the texture in a book and CD-ROM for RE4 and it look pretty bad.
https://www.polygon.com/22519568/resident-evil-4-copyright-infringement-lawsuit-capcom
I hope your mod won’t be affected by this…
Doubt it will, the mod is completely free.
I don’t know if you saw this yet, but apparently there is a lawsuit happening regarding the original textures.
https://www.polygon.com/22519568/resident-evil-4-copyright-infringement-lawsuit-capcom
If you were able to get a copy of the texture CD, that would be an amazing resource for any final textures you need to touch up.
Yes, but they would need to pay for licensing to use the photographs, which Capcom didn’t do. They just stole the photographs. That’s why they are being sued in the first place. If Albert and Cris want to put money aside to pay to use them, that would be a different story.
Actually, of the source is in the book.
Then they know where to go and make their own photos.
That way there is no problem.
In fact, as I said in a previous response, a friend of mine paid for some pictures in HD directly to Judy. So…
It was a few years ago, but who knows if this leads her to the track of what Capcom did. I have no idea what he told her about why we wanted those textures XD
In fact, as I said in a previous response, a friend of mine paid for some pictures in HD directly to Judy. So…
It was a few years ago, but who knows if this leads her to the track of what Capcom did. I have no idea what he told her about why we wanted those textures XD
LMAO it would be hilarious if your friend accidentally caused the lawsuit to even happen.
It seems it was caused by the leak of data Capcom suffered some months ago. There was a lot of textures inside there, including those textures.
He bought her pictures about 4 years ago, so I don’t think that’s the cause XD
This is actually extremely bad news for the project and I hope Albert doesn’t abandon the project as a result. It’s not a commercial release here per say but unless Capcom settles… you’re working with unlicensed material.
The funny thing is a friend of mine PAID for some of the HD version of these pictures to the author of this book so we could use them in our non-profit personal projects
So, it’s only Capcom the one that has a problem XD
Amazing work, and thank you for the wallpapers!
capcom………………..HEY LETS PORT 2005 RE4 AGAIN !