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Resident Evil 4 HD Project - Progress Thread

Ellis

Member
Thad shadow work is sublime. I was smiling the entire time you was showing off the Waterway area.

Everywhere looks great, but that area really shows off just how above and beyond you went with those shadow creations.
 
Here's a huge gallery of comparison images while I'm working on chapter 2 :)

http://www.re4hd.com/?p=6623

102-ZZZ.jpg
 

Shifty

Member
Radical as ever, great work! :messenger_grinning:

And I'm sure I say this every time, but man am I looking forward to playing through again.
 

Ellis

Member
Loving all these light adjustments to the torches. The village at night always looked stunning, and now even more so.

Interesting about the village center being two different rooms for day and night. I would never have known that. Just thought it was an error them accidentally restoring the breakables in the area.


f9e.gif
 

Dirk Benedict

Gold Member
YES! Now the Castle, then the island. We're getting closer. (i don't even think they meant to go this far, but I am extremely thankful the boys decided to take it to the extreme) Cause, when this shit is finally over, Capcom gonna need to step their shit up and/or hire these guys!
 

Doczu

Member

data_jack

Member

So cool. Those guys from Spain have come a long way from my last playthrough about 2 years ago. I wonder how they are going to handle the fire and enemy assets and textures? They always had maps and texture files for cleaning up of the main characters, didn't they? Leon's ballistic vest and knife sheath look stunning, it's amazing how much little detail they've poured back into the game that makes it feel worth playing all over again. It being a great game helps too :messenger_sunglasses:
 

Pansy

Member
I would recommend getting a friend or two that knows how to texture/code to help you with this, OP. Sounds like a lot of work for just a one-man team to finish in 1-2 years. I look forward to seeing your progress along the way.
 

Doczu

Member
I would recommend getting a friend or two that knows how to texture/code to help you with this, OP. Sounds like a lot of work for just a one-man team to finish in 1-2 years. I look forward to seeing your progress along the way.
Check the whole thread and their page. This is a team working for ~6 years on this. It's almost done.
 

GametimeUK

Member
I'm not one for donating to people online, but for this one when it's finished I'm going to slap a donation for the price equal to whatever the asking price for the game is on Steam. I'd pay it for a remaster so I'll happily pay these guys.

Been waiting years for this to be finished. I'm super excited.
 

PSlayer

Member
Amazing job as usual Albert!

So, this is a quite standard chapter with no big surprises. The only “surprise” I experienced during this month is I’ve been able to decipher how the game decides which lights reach certain stage models and which lights don’t. The secret is inside the SMX files. There are 4 bytes of which value in binary code determines the stage lights that are “on” and “off” for every stage model. I’m excited when —even after 6 years— I still find some interesting new stuff about how this game works!

Would that discovery allow for even better lighting improvements?
 
Amazing job as usual Albert!
Would that discovery allow for even better lighting improvements?

Thanks!
That would make things really easy when a light reaches a model, but I don't want it to be reached by that light.
For example, a torch that's outside a house and really close to the wall. It will reach the walls outside the house, but also the models inside the house that are close to that wall. Those bytes allow me to deactivate at will all lights I want for all 3D model.
 
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