I've been meaning to ask this for awhile as I couldnt really find an answer.
Basically I think we all love the RE:Make's pre-rendered backgrounds, it really does challenge a lot of current (and probably next-gens) ingame graphic ability as it still seems to hold up quite well except for resolution.
As we all probably notice, unlike the classic RE games, they seem to animate on a constant basis. The closest I've seen this in the previous games is (to my current recollection) is Resident Evil 3, at the Clock Tower where Carlos re-enters the building after receiving the vaccine for Jill, as he comes into the main hall, there is a close-up shot of a wall where cracks start appears through the use of 3 consequent image stills before the mutated Nemesis bursts through. I understand it might've been done like this because of the technical ability of the PlayStation at the time, but with the GameCube the backgrounds seem to cycle through different frames flawlessly.
My question is:
- How are these stored onto the discs? I am referring to as, if one was to extract them exactly as they are and to keep all of it's animations intact, how is it done? They certainly cant be scattered as one long image sequence in the same filepath for the next camera's backgrounds.
- Does anyone know what framerate their running at? I am assuming it's 30fps because running through 60 stills in a second (or more depending how long a loop goes on for) might probably melt the console to begin with.
Also...this may be along shot, but does anyone have any information of the making of these by any chance? Because it's such a good departure of quality compared to the renders of the previous games that there MUST be something behind it
I hope this is not too confusing for you lot! Let me know if there is something you don't get or whatever. I look forward hearing back from you's lot!
Basically I think we all love the RE:Make's pre-rendered backgrounds, it really does challenge a lot of current (and probably next-gens) ingame graphic ability as it still seems to hold up quite well except for resolution.
As we all probably notice, unlike the classic RE games, they seem to animate on a constant basis. The closest I've seen this in the previous games is (to my current recollection) is Resident Evil 3, at the Clock Tower where Carlos re-enters the building after receiving the vaccine for Jill, as he comes into the main hall, there is a close-up shot of a wall where cracks start appears through the use of 3 consequent image stills before the mutated Nemesis bursts through. I understand it might've been done like this because of the technical ability of the PlayStation at the time, but with the GameCube the backgrounds seem to cycle through different frames flawlessly.
My question is:
- How are these stored onto the discs? I am referring to as, if one was to extract them exactly as they are and to keep all of it's animations intact, how is it done? They certainly cant be scattered as one long image sequence in the same filepath for the next camera's backgrounds.
- Does anyone know what framerate their running at? I am assuming it's 30fps because running through 60 stills in a second (or more depending how long a loop goes on for) might probably melt the console to begin with.
Also...this may be along shot, but does anyone have any information of the making of these by any chance? Because it's such a good departure of quality compared to the renders of the previous games that there MUST be something behind it
I hope this is not too confusing for you lot! Let me know if there is something you don't get or whatever. I look forward hearing back from you's lot!
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