General Questions (11)

Restoring the visuals using the original real world sources. In preparation for the original game, Capcom gathered texture assets by photographing a variety of real-world locations, primarily throughout Spain and Wales. For this project, Albert has gone to these same locations to gather higher resolution assets. The result is a visual experience that is as true to the original game as possible, presented in resolutions up to 16 times that of the original game.

Correcting texture mapping and 3D modeling issues. Texture mapping and 3D modeling errors that weren’t noticeable in the original game being played on a CRT television become more apparent when playing in HD resolutions. Examples include objects floating above the surface they should rest on, improperly placed shadow layers, seams appearing where textures are supposed to flow continuously. We are correct these issues throughout the game.

Enhancing flat objects to true 3D models. Due to limitations of the original hardware, objects like lamps, candle-holders, doors, decorative emblems, etc. were originally created as flat objects. In many instances we are able to revise these objects to be true 3D models, observable from any angle.

Remaining committed to the original visuals. Our intent throughout the project is to remain true to the original visuals and artistic intent. The best kind of feedback we receive is when people say that the game looks like what they *imagined* it to look like when they first played it 10 years ago. While we are not perfect, we continually refer back to the original texture assets to ensure we do not deviate in a significant manner.

We’re two guys who love Resident Evil 4 and want to help create the definitive graphical experience for the game. 🙂 Cris is from the midwest in the US, while Albert lives in Spain. Albert’s experience goes all the way back to the 2007 PC release of the game, for which he created one of the most complete and well-received texture packs, while this is Cris’ first effort.

It’s definitely NOT because we have an abundance of free time. Rather, it’s because we absolutely love Resident Evil 4 and feel that we should have the best visual experience of the game as possible.

With the release of the Ultimate HD version, we have confirmation that while some textures have been upgraded, the majority haven’t. It seems safe to say that an official 100% across-the-board HD revamp of the game isn’t coming anytime soon, so now is the time to do this.

Right now we are developing the new textures based on Ultimate HD version of the game.

Of course! The point of this project is for everyone to enjoy as good-looking a version of the game as possible (while still holding true to the original artistic intent and direction of the creators of the game).

Essentially to support this ongoing work and to offset the costs of the hardware / software / texture library subscriptions purchased for this project.

Definitely! Please comment on any post to give us feedback on our progress. In some cases it will help shape the end product!

Get the latest information on our progress here: Progress Summary

No worries. Capcom is aware of the project and has allowed the project thread to be pinned on the Steam discussion forum for the game.

While we don’t have a release date set yet, you can keep track of progress on our Progress Summary page: https://www.re4hd.com/?page_id=1656

This is explained in detail (and with images) here. 🙂

What to Expect in the Final Release (5)

Just about every texture, including those for Separate Ways, Mercenaries and Assignment Ada. Also, we are improving the 3D models, lighting, effects, etc.

We are essentially taking each texture, scaling it up to 8-16 times the original resolution (in most cases) and redrawing / remaking from there. Additionally, there are many instances where Albert has been able to find the original source materials used, which allows us to faithfully replicate the original intent at a much higher resolution.

We are not yet certain if we can edit the character / enemy 3D models without any side effects. We will only touch those if we are 100% sure the edits are completely stable.

We’re aware of that unused cutscene, but we don’t know how to put it into the game. At the same time, that seems to be content remaining from an earlier version of the game. The developers seem to have removed it from the final version intentionally, but they probably forgot to remove the data. It also seems too similar to Verdugo’s first appearance. The final version is good, though! Using sound as an introduction for an enemy that you can’t see — it was neat!

That is currently not in scope for the project.

Technology Questions (2)

While we do not yet have confirmed system requirements, the greatest increase in hardware requirements would likely be increased VRAM due to the larger textures. As I (Cris) have played through the Village section, I’ve seen VRAM usage of up to ~470MB. This does not include, of course, enemy textures or textures for Leon, Ashley, weapons, etc. since we are currently focused on the environmental textures. However, the environmental textures should account for most of the VRAM usage. My sense at this point is that a graphics card with 1GB of VRAM should be sufficient, but we will update this as the project progresses.

For those who are experiencing crashes, this tool will likely fix the issue:

4GB Patch Tool

Quote: “This small tool patches x86 executables in order to let them have 4GB (instead of only 2) of virtual memory on x64 platforms. This is handy for applications which need a larger amount of virtual memory like games, 3D renderization, multimedia etc.”

And the gamset file you need to patch is typically found here on your computer:

C:\Program Files (x86)\Steam\SteamApps\common\Resident Evil 4\Bin32\bio4.exe

The patch tool will automatically create a backup file, so the original bio4.exe won’t be lost.

Thus far those who have patched the exe file have no longer experienced crashes. We hope this helps anyone else having a similar issue!

Questions about the Project Team (2)

While we are not looking to add additional folks to the team, we certainly appreciate it when people follow the project updates and provide feedback. It’s definitely helpful to us!

Albert: In my case it’s a side hobby. I work as layout designer for a scientific magazines publisher. I usually work with Adobe software (InDesign, Photoshop, Illustrator).

Cris: This is a hobby for me as well. I work as a project manager for a bank. I’ve learned to use these tools on my own over the years. 🙂

Release 3 Download Questions (3)

This is still a work in progress. While the environmental textures, 3D, lighting and effect edits, the inventory and the title screens background images should be considered “near final”, there’s still some work to do related to other aspects of the game.

You may notice certain textures that have not yet been updated, such as the characters and enemies textures, the end of chapter and files background images, etc. We are working on that!

Because this is the third pack we have released. The previous (individual releases for the Village and Castle packs) are no longer available to download. 

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