In Resident Evil 4 you'll know a new type of horror, as the classic survival-horror action returns with all-new characters, controls and storylines. We last saw Leon S. Kennedy in Resident Evil 2 - a rookie cop in Raccoon City, fighting to stay alive. That was six years ago. Since then, government forces have managed to control the zombie threat and Leon has become a Federal agent. When the President's daughter is kidnapped, Leon tracks her to a remote, hidden fortress in Europe - where he'll relive the horror he faced six years before.
Players will face never-before-seen enemies that make Nemesis seem like a kitten. You'll be wishing for the usual Resident Evil zombies!
Here comes another update! It’s time to apply all of the knowledge and edits we made in the main game stages to the Mercenaries areas. I’ll show you in the following video the first and second rooms. I recorded 2 complete walkthroughs because I really enjoy playing The Mercenaries with HUNK, and I got pretty decent results. ? But before that you’ll see before-and-after in-game weapon comparisons for some of the weapons.
I’ve ported all of the “examine view” hi-poly models into the in-game view. In order to do this, I adapted the original low-poly model bones to the new mesh, and then I applied custom specular values to the resulting 3D file. For now we are using the original “examine view” textures which are already a lot better than the in-game weapon textures, but they will definitely be improved further. So, this is a work in progress. Fortunately now it’s just a matter of doing “simple” Photoshop work. Hi albert i’m shiva from india.i want to share some error in resident evil 4.if u don’t mind. Originally in game, both handcannon and killer 7 takes 8 boxes to fix in inventory.but both are not equal in size in leon hands when he holds.u can see this in game.killer 7 should take 6 boxes to fix in inventory because it is smaller than handcannon and red 9,and more ever this handcannon is very big in size in leon hands.can you make it little small in size so that it may be good to see.
I have image to show you what exactly but i can’t send you herecan you please give your email id.so that i can send you those images which you can understand easily. It’s exciting to start to see the weapons re-textured. It’s a great improvement all round, the new punisher texture is probably my favorite. If I can summon a criticism, I think the Red9 stock could be better. It might just have been the way the light was reflecting on it, but it seems like it should be a darker red like in the attache case. Another thing that interests me is the barrel re-texture.
Are all the barrels in the main game going to be given the new texture? I’ve always thought that the original boxes and barrel textures were too clean looking, especially compared to some of the environments they were placed in. That said, perhaps we can get a mix of the dirty barrels and cleaner ones? Perhaps taking the look of the area in the game into consideration? Thanks for the reply. Regarding the barrels, sometimes when you walked into a worn-out dirty shack in the game, I thought the wood of the barrels and boxes looked “too clean” or “too bright” like you said. Compared to the other “dirty” wooden textures around them, they weren’t convincing as part of the environment.
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I do prefer the new barrel texture. I’m reminded of a small feature in Resident evil 5 I liked though. There were two different box and barrel designs depending on whether you were playing the shantytown levels or the later underground lab levels. The design changed to match the aesthetic of the area. Perhaps something similar could be achieved here. The island could have a different box/barrel texture?
Similar to how the castle has mostly vases instead of boxes/barrels. The way you fix weapons is a little simular to getting high poly Leon. But it’s going to be much tougher.
Have the low poly Leon in the modeler. Import the high poly model into the same scene, without it’s bones. Place a skin wrap modifier on the high poly one and select the low poly as target. If vertices are matching their position, it will now create a new skin modifier filling in the blanks (additional vertices) controlled by a fallof value. It will automatically search. Thing I’m wondering is whether Leon is a full model or multiple parts connected in-game.
A model can be torn apart and the skin would still be useable. For the other way around, it’s more difficult. That’s where the modifier comes of great help. If however, the bone names of the high poly one are the same, you can use those instead, remove all unused bones and ‘element weight’ parts that should follow a simple bone completely.
Just my opinion – a lot of various “sound mods” on the modding forums are over kill, meaning the creator goes too big and makes the guns sound too heavy or loud. For me (I am not gun expert) I just want the sounds to remain true to the original, but they could be beefed up a tiny little bit. The old sounds feel a little flat by todays standards, and a little bit more echo or bass might help. I understand why you might feel that changing the audio might not be necessary, or it might be extra work that you don’t feel confident in yourself to do a high quality improvement for audio, but for most people like myself, I won’t download any other mods beside this one. Just something to consider.
Thanks for the words of encouragement! To answer your questions: Unfortunately we don’t currently have the ability to increase the maximum resolution of the game.
Of course, this may change in the future, but as of now I don’t believe that’s possible. As for what’s next, the general order is 1) Environmental Textures, 2) Items and Weapons, 3) Enemies, NPCs, Playable Characters, Misc., and 4) Mercenaries, Separate Ways, and anything not already covered (this info comes from the Progress Summary page). As you’ve noticed, however, Albert has already been making improvements to the Mercenaries section of the game, so this order isn’t set in stone.
As for the downloads already available, the Village download is from a while ago and only includes texture improvements, while the Castle download also includes 3D modeling, texture mapping, and visual effect corrections. In that sense, the Castle download should be considered nearly complete. It comes with an installer that replaces the applicable files with our files.
You start the game as usual via Steam. I hope that helps and thanks again!
Calicut university pg allotment 2018. Albert great job I loved the new models. But I have some observations to make: 1) Will red9 be this way? Not the gun itself, but the butt I think it was very wide (thick) and the wood tone very light outside the original model. 2) It may be just my impression, but I think some pistols were left with the top very clear I loved their textures, but I noticed that. 3) I would recommend with regard to Killer7 that I believe to be a magnum just like the broken butterfly you are based on the desert eagle which I believe is the closest weapon in real life to the Killer7 model. But the strange thing is that the noise of Killer7 resembles a revolver like a broken butterfly with only a slight change.
The sound of the two is almost the same.Again great job I’m impressed. Thank you for your feedback and comments! 1) For now, We are using default “examine item” textures which are better than the original ingame ones. But we’ll recreate and adjust them. And yes, the Red9 stock model is somewhat off. It’s already in the “things to fix” list ? 2) That’s probably because of using the “examine item” texture. It’s more contrasted and light parts are lighter and dark parts are darker.
We’ll adjust all these deviations when we re-create the textures. 3) About Killer 7, I’ll see later which real life is based on (I have a list) but editing the sounds is out of the scope of this project right now. The Killer7 is a Colt M1911 with an AMT Hardballer laser sight, according to International Movie Firearms Database. I won’t say Resident Evil 4 sucked on PS2 lol, but yeah the Gamecube version is much better. I even noticed the sound effects on PS2 seemed to be compressed or something. Is it possible to play it though with the Gamecube controller on PC?
Otherwise I wouldn’t see the point in that personally as it would not match the controller. As I would imagine most people use the Xbox 360 controller given that is what it was made to work with it. Would be cool to play it with a Gamecube controller and have vibration function work with correct screen prompts on PC though! IMO the ps2 port of RE4 is not good for multiple reasons, but specifically it has a reduced difficulty compared to the gamecube The ps2 version is unable to display as many enemies on screen at one time, when compared to the gamecube.
The rooms with the most ganados were reduced, and the biggest example is the infamous water room with the cranks. I believe the gamecube version could display around 40 ganados at one time, while the ps2 version was only capable of displaying 30. In order to compensate they changed the balance of how much damage is done per attack, thus effectively changing the game in a bad way.
Also In My Opinion, the ps2 controller was not as smooth or fluid as the gamecubes, and the graphics were way worse. Also, the creator of RE4 quit capcom because he was so unhappy about the fact that capcom ported the game to the ps2 against the creators wishes. Thats why later sequels in the RE series have been crap, because the original creator went on to a different company to make the games he wanted (like Vanquish, and the Evil Within). And that is one reason why I dislike the ps2 port of RE4 so much ? The best versions of re4 are: – the UHD version (with this HD mod) – the Wii version (for its motion controls) – the original played on a Dolphin emulator, with 4k upscaling and the official gamecube controller – Xbox1/ps4 versions are decent but not great – the original PC port can be fun for all the mods it has, but it is quite broken ?. Yes I know about all that, it’s a shame Shinji Mikami and others left because of them porting it to PS2. Makes me think how much better RE5 would have been. It was a good game in its own right but a major disappointment after how good RE4 was.
The PS2 version was good as it was never going to be on par in the first place being a port, not being built from the ground up like on Gamecube and the fact the PS2 is inferior anyway. The first PC port is the worst version in my opinion as it was actually the PS2 version they ported and it was unplayable if you wanted to play with keyboard and mouse.
Why would you say the Xbox1/ps4 versions are only decent it’s the uHD version but on console. The only versions I haven’t played are the Wii, PS3 and PS4 versions. But the PS3 and PS4 are basically the same as the Xbox versions so just the Wii version!
When I tried overwriting with the noncorrupt file, I think it was just the backup file. I’m not sure if the uncorrupt HD file made it in to any of the folders. It’s not a big deal as the area is small and you go through it quickly.
When I entered the actual clocktower, the HD textures loaded up fine, most likely due to none of the files having 0 bytes to them. Perhaps if you can email me the 44000214.pack, I can place it in and playtest to double check that it does work correctly, before I progress further. This texture pack is the reason why I decided to play the game again. Thanks a lot for all your hard work! However I came across a crash I haven’t seen reported yet.
The game crashes upon entering the door after Ashley is flown away by the Novistador. I uninstalled the mod, and I wasn’t encountering the crash. I reinstalled all 3 downloads (village, castle 1 and 2), and there was an error report I must not of noticed before. 4400214.pack appears to be corrupted and doesn’t install right. I re-downloaded part 2, but the same thing occurs.
I also checked if it may have been the 7 zip program itself, but I get a similar error with extraction program. Any help with this would be appreciated! Let’s try another thing: Place both Castle rar files inside a random no admin privileges/protected folder, in the desktop for example: re4hdproject-castle-release-20170401.part1.rar re4hdproject-castle-release-20170401.part2.rar (make sure they both have the original names.
They both are the same, only “part1” “part2” is different) Open re4hdproject-castle-release-20170401.part1.rar using Winrar Extract HDTexturepacks 44000214.pack file Let’s see if this works! BTW, this file is splitted between part 1 and part 2. If this method above doesn’t work either, try downloading part 1, too (just in case the problem is in the first part). Hey guys, excuse me for leaving both a reply and filling a contact form, for I am not sure which way is better. I wish to share my steam screenshots of RE4UHD with RE4HD Project and my tweaked Reshade effects. Thank you for your persistent efforts in this project, Albert and Cris.
The project is a joy to play with, and I believe my Reshade presets can make your efforts more apparent and easier to appreciate in the game. The point is to share the joy to play this classic in the best looking way yet with everyone here. I left some words on each of my posted screenshot, so I hope everything will be self-explaining when you can spare a minute to look at them. Here’s the link: Again. Your project has made my life a little happier, and I am eager to see the finished project asap. Just out of curiosity, would there be any major benefits to a dolphin version??
I mean, I use dolphin and I know that it works better with a gamecube controller but it doesn’t have all the features like separate ways (not that thats a big deal lol) but would this mod actually convert accurately for dolphin? Seems like certain things Cris and Albert have done would be too much and require an even more powerful computer for dolphin to be smooth, like the higher polygon weapon models, 3D models, lighting, water, and possible future changes to the characters. Love the work you’re doing. I’ve been following for a year now and finally got a PC this summer to play games. I specifically bought RE4 again (6th version I own) to play utilizing your HD version.
I installed it according to your directions, but when I go to options, the HD option is present, but greyed out. I am unable to select it. Is there a possible reason this is happening? I also noticed that when I unzipped castle-part 2 it stated that there is a Data error:RE4HDTEXTCASTLE HDTexturePacks 44000214.pack. Am I doing something wrong? Thanks again!!! I’ll ask you to test the new udas filea please.
1- Reinstall the latest 1.1.0 update 2- Install again our Village and Castle packs (in this order) 3- Use Winrar to uncompress our packs (we noticed some problems unpacking the Castle pack when using other software like 7-zip) 4- Replace the files inside BIO4 St1 and BIO4 St2 folders with the following files: I hope the new files fix the problem! I think the problem was the MDT files inside the udas files. They contain info about the displayed texts Let us know about it and we’ll make alternate udas files for Chinese users for future releases if we really find ot what the problem was ?. To Albert and Cris, You’ve said before that you didn’t know what you’d do next after completing the RE4 HD Project, right? I was wondering whether you’d be remotely interested in tackling Devil May Cry 1 – the earliest ‘rendition’, so to speak, of Resident Evil 4; directed by Hideki Kamiya, and when the Spain and Wales textures were initially taken for – seeing as it’s been recently rereleased on the PC via the PS4/XBO/PC version of DMC HD Collection (which features DMC1-3). The only downside would be that well, 1. Because DMC HDC – and thus, DMC1 – has only NOW been released for the PC, and because DMC3 is the most popular of the DMC series (I personally hate it, but I digress), DMC1 hasn’t been throughly examined in terms of what can be done with the ported engine, and what changes beyond texture swaps/edits are possible.
DMC HDC itself isn’t really a great port; for DMC1 in specific, certain graphical effects are missing, the sequenced (aka “MIDI”) music is broken (missing PS2 sound hardware reverb, improper looping, missing and/or borked samples/instruments) – so, a kinda similar deal with the UHD version of RE4, except kinda worse. The only thing that was changed from the initial PS3/360 version of HDC is that DMC1 FINALLY has proper subtitles for ALL of its dialogue, and I’ve been hearing other issues with HDC as well (game crashes, etc.) If I recall correctly, though, DMC1’s issues were MOSTLY fixed in the Japanese versions of the initial PS3/360 port – can’t vouch for any Japanese versions of the recent PS4/XBO/PC rerelease. But it’d be REALLY interesting to see how you two would approach and remaster DMC1, since not only do you have most of the textures used for that game readily available, but also because of DMC1’s history as the initial RE4. I hope you at least think about it once you’ve both taken your well-deserved break. In any case, thanks for all your hard work. I don’t know about Cris, but in my case I never played any of the DMC games myself haha I’ve just seen pictures and videos. So, I wouldn’t have have a personal interest in remastering these games other than the remastering job entertainment in itself and the “it’s-the-same-re4-texture” factor.
This is not a “NO” or “YES”. With the proper tools and a motivated team that knows very well this game it would be an interesting project. I’m sure of this. But I only could contribute in the texture part and maybe some modeling work.
Hii guys you are doing fantastic and historic work fir RE4, i m you fan, My question is why are texture is unbreakable.i mean to say suppose i am fire a rocket to a Wall or a door.it is unbreakable why this is a hd projecta real world project. I have one suggestion for this project, Plz make a breakable things (texture) if player dont want find door key Player should buy a rocket launcher by money and break door and skip a one step or like move on one step.
This feature makes game more more more realistic And if u want you added the feature as complementary And the last sorry for bad englishand i m waiting for your reply guys☺️ keep it. I can imagine what causes that: The very first area is the area with the bigger ammount of polygons of the entire game. We forced some models to appear sooner on screen to avoid “pop-in” models at the distance And maybe the FOV patch forces even more to load more polygons at the same time which leads to a “complete-gliobal-saturation” of polygons and the game crashes Could you try something? Make a backup of the file Resident Evil 4 BIO4 St1 r100.udas and then overwrite the file with this new one: Thanks! Hehe that’s what I thought then.
No, I edited the BLK file inside r100.udas. This file loads and “unloads” the 5 dat files inside St1 depending on the position of Leon. I reverted that file to the original. This makes the game to load only the models that are closer to you but the models at the distance are still not rendered on screen until you reach a certain point of the stage. So, you’ll probably notice now some trees poping up at the distance. This was like this in the original because the Gamecube can’t handle so many polygons at the same time, and this is the reason I edited that file: To avoid pop-up trees at the distance. Hello Chris & Albert, I finally play Resident Evil 4 with your mod non stop- and it looks fantastic!
It’s the same feeling like 13 years ago with my PS 2- just with outstanding textures! I thank you from the bottom of my heart for this amazing retro feeling! You did a better remaster than a studio ever did! Be proud of yourselves. I’m now just before fighting “It” and I can say I did not have any bug, even I’m downsampling & playing with 60 frames! Only thing I recognized, is that the game crashes when I go to the video menu to apply any changes.
I can’t lower the framerate to 30, as this option is not active. Maybe you know why.
But again: MANY MANY THANKS FROM BERLIN GERMANY! You did really awesome work! But a some issues what i found: Sometimes game crashes in next location (with 4gb Patch): First gate in the village; crauser boss fight (open gate); castle. A cannon shot; random crash with Ada’s gun (Blacktail) in leon campaign; (RANDOM) crash when use movie browser and watch any movie or skip (it is like a lottery); Can you do somethings with fps drop? Video – and can you do somethings with qte?
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Hard to explain. Buttons by default X+C and LMB+RMB. You (player) wanna changes the buttons. X+C on CTRL+ENTER (like 2007 game versions) or 1+2 or q+e and ect(doesn’t matter). BUT game always wiil show X+C oR LMB+RMB (or something another if you a pad player) + qte may not work ? sorry, my english grammar really bad.
I hope you can understand what i mean. Hey albert (and chris), I sent you another email but you havent answered it yet. I know you have a rl and still to work on the next stuff for the mod, but please look forward to answer it asap ? as long as your next (and last?) release isnt out Im working on getting the still remaining lowres stuff “fixed” with compilating them into a compatible pack ? You can take a look into the RE4 Steamhub where you can see that. Anyway, I have to tell you a problem about that for sure isnt just happening to me: Since the game needs to load the highres textures, some cutscenes are slightly delayed by around 1 second but the sound for them already started so they become out of sync. Do you have a workaround for fixing that in the last release?
That’s the one thing that’s still ‘in the way’ Id say. Best regards.
Hey another comment coming from me here! Lol As I already said a lot of times, your work is extremely good and close to perfection. But now Im going through the castle 2nd half and gone by the lava room – which at first I thought I had a wrong texture laying on top of the liquid! As much as I respect your work, this texture doesnt look like resembling lava at all and far from the original one do you think you could take a look on that again and might re-do it in some way? I dont want to be an asshole and -maybe- Im the only one with this, but even the original texture/effect looks better so I hope you guys take this as a positive critique and tell me if youre going to take a 2nd look or if not since for you the level textures are done foor good? Best regards and have nice summer weeks ?.
I tried editing the film grain file included in your release 3 of the build, and while I was able to remove the film grain without issue, the cutscene where you meet Ada after the Maze section in the castle crashes the game, same for Assignment Ada, this happens with and without the RE2 Ada outfit, no trainers, widescreens, etc were used either. Installing just textures alone and none of the extra stuff doesn’t fix it either. Unsure as to what causes it, hopefully in a future update an option to fully remove the film grain and possibly the very subtle motion blur itself can be removed during the install. I get the “Original Concept” idea, going for how things were originally or how they were meant to be, but even if these things are tied to other textures or whatever else it may be in the game, players love having the option to enable / disable things they just personally do not like. The work you guys have done is amazing, and I’m sure a lot of people don’t take the work you’ve done for granted. I’d just like to ask for an option to disable Film Grain and Motion Blur completely if it won’t cause the game to actually crash or break and if the player decides that’s what they’d prefer, rather than them trying to find more work arounds for the amazing work that’s already been done. Also side note, were there always 2 Novistador’s in the area leading up to the maze behind a locked door that you don’t get access to until a little after the maze?
The area where the Broken Butterfly can be found later on with Ashley, I don’t remember those 2 being there on any difficulty. Yes, it seems some.pack tools out there doesn’t unpack porperly our 07000000.pack file and they convert some of the.tga files into.bin files. I’m not sure if simply by changing their extension to.tga will fix the issue when you repack the file. Give it a try. The film grain effect is used in other areas (dust in the air, for example).
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Making that texture completely transparent would make some effects to disappear, too. The only “clean” way of removing the grain effect is by deactivationg it room by room, which means it’s needed to create 2 different room udas files for every room. It’s possible to do, so I don’t reject the idea of making a “no film grain patch” once the project is complete that include the alternative version of all the Stx udas files with deactivated grain and motion blur effect. About the Novistadors, they were there in the original Gamecube version (that’s the reason of the hole in the floor in that small room, the Novistadors escaped from the sewers through that hole) but for unknown reasons they were removed in later ports of the game. Thanks for the comments and I hope the bin–tga trick works! I can confirm renaming the.bin extension to.tga worked. The Film Grain texture I used was also the same.dds extension just to be safe.
I did have a.tga version of it, but I never tried it, unsure if it would work or not, but just for consistency I used to same file type. Thank you again for your suggestion, and I hope the adjusted rooms don’t become too much of a headache for you guys. It may be fairly simple to do for each room, and if it is that’s good, but, there’s a LOT of rooms in this game Will gladly show support if the optional No Motion Blur & No Film Grain thing is given actual consideration!
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