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Post by Morio on Nov 4, 2019 23:36:05 GMT 10
I managed to find most of the stock painting arts. I am sure that this can help improve the backgrounds when releasing the next version. You just need to edit and paste the pictures into the backgrounds, right?
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Post by ouch on Dec 5, 2019 10:39:27 GMT 10
i think it is..in his blog he has stated that its busy with life stuff. so yea
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Deleted
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Post by Deleted on Jan 10, 2020 8:03:51 GMT 10
How come this mod is hidden in the "Stage Modification" category? Nice job all around, the only downside is that this mod brings back the short freezes that happen in between screens. It only happens the first time a screen has to load though
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Post by shiryu on May 8, 2020 3:35:30 GMT 10
Hey, it’s been a while. Today I'm releasing the first batch of the v1.5 update. I have been working quite intensively during the quarantine and most of the work I did last year has been redone. This update includes the following: New Upscaled Backgrounds
Around 600 textures have been replaced by using new upscales combining both AI Gigapixel and ESRGAN. This includes several rooms of the three floors of the mansion, the basement, the dormitory, the aqua ring as well as the vast majority of the laboratory. Fixed Animated Backgrounds
Some of the animated backgrounds like the fireplace have only two frames. In v1.0 due to the upscale with Gigapixel, those two frames ended up a little different and during the animation there were some differences that were not present on the original. In v1.5 this issue has been fixed by recreating the frames in a way that only the changes of each frame are shown without any issue. I have also modified the animated backgrounds of the laboratories because to reduce the shimmering. Fixed Backgrounds
I’ve already shown some of these in previous posts. The issue with some of the backgrounds appears due to their original nature, as many of them were animated videos, with lots of compression artifacts, and mask textures (like those seen here www.reshdp.com/re2/) in the GameCube release. The HD Remaster, however, uses a single texture and applies a depth map over that to add collisions and player movement, acting like the masks of the original release. For example, the backgrounds that have moving vegetation use animated 2D textures that are inserted between the original texture and the depth map. That conversion from a masked textured game to a single texture introduces artifacts on the edges of some elements in some backgrounds as they intersect with vegetation or other animated 2D textures. So, the backgrounds that presented those issues have been fixed. Here are some screens of the new textures (open in a new tab to see in full res): (There are more images at the blog and at the Nexus Mods' page) Also, here are a few full resolution comparison between the textures of the HD Remaster, v1.0 and v1.5: imgsli.com/MTQ2OTk/0/2imgsli.com/MTQ5NjI/0/2imgsli.com/MTUzNjA/0/2imgsli.com/MTU2NDk/0/2imgsli.com/MTU3MzI/0/2imgsli.com/MTU4NzYimgsli.com/Mjg3NQDownload Link: Update v1.5a What's next? v1.5b (3D Models Textures and UI)
The next update will be v1.5b and it will cover the textures of the 3D models and the UI (the inventory icons and a recreation of the original GC font). This one is quite special one, as most of the AI upscales of those textures are completely awful. So, I need to recreate the textures and, therefore, it takes more time. Also, some of the textures look almost the same due to the game’s fixed camera angles, despite having increased its detail and doubled the texture resolution (including the normal maps). That's why I decided that I won’t be doing every single texture, I will check those that are bad looking and, if the changes can be appreciate in-game, recreate them. It's currently halfway through, but I want to revisit what I’ve already done to get better results. Here are some examples of what I have already done: Here are those textures in full resolution: imgsli.com/ODgxNQimgsli.com/ODgxOQimgsli.com/ODgxNwimgsli.com/MTU4Njgimgsli.com/ODgxOAimgsli.com/MTU4NzAv1.5c (Pre-rendered Cutscenes)
The las batch of the v1.5 will include the upscaled pre-rendered cutscenes. I will only do the worst looking ones (7 cutscenes in both 4:3 and 16:9 aspect ratio) as some of the videos were already upscaled relatively nice from the GC source. There’s also a technical limitation, the videos need to be .wmv in 1080p with the same bitrate as the original or the game crashes. v2.0 (Final package)
This will be an all-in-one package with any fix or new change that I do after publishing any of the v1.5 updates. I won’t give any ETA, when it’s done I will publish it. Until then, enjoy and be safe!
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Post by bloodyhunter on May 8, 2020 3:59:22 GMT 10
You're doing God's work, shiryu! Seriously, this is so impressive, thanks so much for releasing this update. I'll download that update asap and wait patiently for the FMV and UI/3D models packs. Just one question, I don't know if it's been discussed before, but have you fixed the elevator in the lab? It's supposed to go down to the Tyrant's room but it's going up instead haha. It looks like they accidentally swapped the video files (can't remember if it was like this in the GC version). Can't wait to see the rest, in the meantime, take care.
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Post by shiryu on May 8, 2020 5:51:36 GMT 10
You're doing God's work, shiryu ! Seriously, this is so impressive, thanks so much for releasing this update. I'll download that update asap and wait patiently for the FMV and UI/3D models packs. Just one question, I don't know if it's been discussed before, but have you fixed the elevator in the lab? It's supposed to go down to the Tyrant's room but it's going up instead haha. It looks like they accidentally swapped the video files (can't remember if it was like this in the GC version). Can't wait to see the rest, in the meantime, take care. Thanks, I'm glad you like it. If I remember correctly the files for the elevators videos were encrypted, I'll take a look and if I can fix it I'll release a small hotfix.
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Posts: 543
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Post by rain395 on May 8, 2020 12:06:41 GMT 10
Hey, it’s been a while. Today I'm releasing the first batch of the v1.5 update. I have been working quite intensively during the quarantine and most of the work I did last year has been redone. This update includes the following: New Upscaled Backgrounds
Around 600 textures have been replaced by using new upscales combining both AI Gigapixel and ESRGAN. This includes several rooms of the three floors of the mansion, the basement, the dormitory, the aqua ring as well as the vast majority of the laboratory. Fixed Animated Backgrounds
Some of the animated backgrounds like the fireplace have only two frames. In v1.0 due to the upscale with Gigapixel, those two frames ended up a little different and during the animation there were some differences that were not present on the original. In v1.5 this issue has been fixed by recreating the frames in a way that only the changes of each frame are shown without any issue. I have also modified the animated backgrounds of the laboratories because to reduce the shimmering. Fixed Backgrounds
I’ve already shown some of these in previous posts. The issue with some of the backgrounds appears due to their original nature, as many of them were animated videos, with lots of compression artifacts, and mask textures (like those seen here www.reshdp.com/re2/) in the GameCube release. The HD Remaster, however, uses a single texture and applies a depth map over that to add collisions and player movement, acting like the masks of the original release. For example, the backgrounds that have moving vegetation use animated 2D textures that are inserted between the original texture and the depth map. That conversion from a masked textured game to a single texture introduces artifacts on the edges of some elements in some backgrounds as they intersect with vegetation or other animated 2D textures. So, the backgrounds that presented those issues have been fixed. Here are some screens of the new textures (open in a new tab to see in full res): (There are more images at the blog and at the Nexus Mods' page) Also, here are a few full resolution comparison between the textures of the HD Remaster, v1.0 and v1.5: imgsli.com/MTQ2OTk/0/2imgsli.com/MTQ5NjI/0/2imgsli.com/MTUzNjA/0/2imgsli.com/MTU2NDk/0/2imgsli.com/MTU3MzI/0/2imgsli.com/MTU4NzYimgsli.com/Mjg3NQDownload Link: Update v1.5a What's next? v1.5b (3D Models Textures and UI)
The next update will be v1.5b and it will cover the textures of the 3D models and the UI (the inventory icons and a recreation of the original GC font). This one is quite special one, as most of the AI upscales of those textures are completely awful. So, I need to recreate the textures and, therefore, it takes more time. Also, some of the textures look almost the same due to the game’s fixed camera angles, despite having increased its detail and doubled the texture resolution (including the normal maps). That's why I decided that I won’t be doing every single texture, I will check those that are bad looking and, if the changes can be appreciate in-game, recreate them. It's currently halfway through, but I want to revisit what I’ve already done to get better results. Here are some examples of what I have already done: Here are those textures in full resolution: imgsli.com/ODgxNQimgsli.com/ODgxOQimgsli.com/ODgxNwimgsli.com/MTU4Njgimgsli.com/ODgxOAimgsli.com/MTU4NzAv1.5c (Pre-rendered Cutscenes)
The las batch of the v1.5 will include the upscaled pre-rendered cutscenes. I will only do the worst looking ones (7 cutscenes in both 4:3 and 16:9 aspect ratio) as some of the videos were already upscaled relatively nice from the GC source. There’s also a technical limitation, the videos need to be .wmv in 1080p with the same bitrate as the original or the game crashes. v2.0 (Final package)
This will be an all-in-one package with any fix or new change that I do after publishing any of the v1.5 updates. I won’t give any ETA, when it’s done I will publish it. Until then, enjoy and be safe! This was unexpected! A surprise to be sure but a welcome one OMG great work! Thank you
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Post by eternalentity on May 8, 2020 12:34:16 GMT 10
These are fantastic and very much appreciated! Those paintings in particular, beautifully done. It's devotion like this that should be in so called remasters to begin with.
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Post by jodan on May 8, 2020 13:55:56 GMT 10
Improving upon the quality of any Resident Evil games has my attention... I also have you previous version installed, this is greatly appreciated!
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"Welcome to the family, son!"
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Post by C.O.G.S on May 8, 2020 18:56:53 GMT 10
My lord! I didn't think you could do much better than you already did given the low quality source material you have to work with, but man some of those improvements are massive! This mod is pretty much a must for me, so I always get super excited for any new updates. Well done, shiryu, your work is always much appreciated
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Post by qperok on May 8, 2020 19:58:10 GMT 10
Holy cow, this is so much better! Thank you!
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Post by noonbob on May 8, 2020 20:39:11 GMT 10
You are a Hero. You deserve so much more recognition for the hard work you are doing. Thank you for doing this
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Post by MATTEO on May 8, 2020 22:48:16 GMT 10
Hello shiryu ,
always i hoped to see your return on this project , RE HD deserves MUCH MORE of what Capcom has did and here there is You , i VERY appreciated REupscale 1.0 and i have no doubts for this one and next releases , so Very Thanks for your Hard Work ! I love textures for 3D objects !
In one word : WOW !!
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Post by reaccount on May 9, 2020 10:45:08 GMT 10
If you're recreating the GameCube font, if you can find the tool mentioned here residentevilmodding.boards.net/thread/11559/, it would help a lot. The remaster uses images for letters, and each letter is given a fixed width, which is a problem since the GameCube font is not a fixed-width font. (This also means there was no kerning even in the original GameCube version, which might be part of the reason RE0 uses the Japanese version's fixed-width English font instead. However, if the goal is to approximate how it looked on the GameCube, the lack of kerning here should be a non-issue.)
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Post by shiryu on May 9, 2020 23:06:32 GMT 10
If you're recreating the GameCube font, if you can find the tool mentioned here residentevilmodding.boards.net/thread/11559/, it would help a lot. The remaster uses images for letters, and each letter is given a fixed width, which is a problem since the GameCube font is not a fixed-width font. (This also means there was no kerning even in the original GameCube version, which might be part of the reason RE0 uses the Japanese version's fixed-width English font instead. However, if the goal is to approximate how it looked on the GameCube, the lack of kerning here should be a non-issue.)
I'll take a look at it, thanks for the heads-up. And, yes, I only plan to change the font and the icons.
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