

This made a lot of hard work of modders go to waste as the game would waste time on. avi files with the files from the GC version as that used the game to make the cutscenes, but all the subsequent versions did not. I remember someone talking about replacing the. avi files where to be rendered useless in the first PC port.

I do not remember what happened to the old project where the. I have one question regarding something though… I hope that you can answer 🙂 The work done so far is just terrible… It’s like even with the RE4 UHDE they could have used their own preview models for everything and save time on trying to retexture those at least 😛 After that I hope that Capcom employs you as team leaders to do this sort for work for other games them may have in the pipeline… It’s good to see how talented you have become from then (back then it was probably the nicest thing I had seen as the PC version was crap :/ ), and I hope to what you guys can cook up for us. I think I remember Albert from when he just had started his texture mod for the original PC port… While we are not perfect, we continually refer back to the original texture assets to ensure we do not deviate in a significant manner.Įven on a meager student pay, I will donate to you when I have the money. 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. Remaining committed to the original visuals. Our intent throughout the project is to remain true to the original visuals and artistic intent. 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. Due to limitations of the original hardware, objects like lamps, candle-holders, doors, decorative emblems, etc. 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.Įnhancing flat objects to true 3D models. 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.Ĭorrecting 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. 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. Restoring the visuals using the original real world sources.
