Originally posted by Rick Hunter
View Post
Announcement
Collapse
No announcement yet.
Some cool 1.5 exclusive screenshots (**As seen on TV!**)
Collapse
X
-
amazing stuff.....
As a modder myself, i always stumbled across the problem with walking BEHIND STUFF, that is some prerendered stuff should be before the character. I wonder do they implement this too? this is insanely hard... or perhaps impossible?
anyway, very nice stuff
EDIT, anyone else noticed "Door: 1.5"?Last edited by Marvin; 10-09-2012, 06:40 AM.ja i am made of dur butter and you are worth 2k monies
Comment
-
Originally posted by Marvin View Postamazing stuff.....
As a modder myself, i always stumbled across the problem with walking BEHIND STUFF, that is some prerendered stuff should be before the character. I wonder do they implement this too? this is insanely hard... or perhaps impossible?
anyway, very nice stuff
EDIT, anyone else noticed "Door: 1.5"?
Originally posted by biohazard_star View PostGemini pointed out that they're missing the usual 16-bit look (the JPEG artifact-ish compression) you get from the extracted backgrounds from the game. It's possible that these are indeed custom renders, meant to fill in some missing rooms. Aside from the lack of compression, there are actually a few more things that are "off". Although, you have to remember, this hacking group does indeed have a track record for releasing "funny stuff" for people to discuss. Anyway, official or not, what it does prove is that with only the blurry bioflames media to go by, it's very possible for someone with enough skill to make entirely convincing recreations that are indistinguishable from the real thing.
Comment
-
Unless they have the original source for the backgrounds.Seibu teh geimu?
---
Comment
-
Originally posted by Marvin View PostAs a modder myself, i always stumbled across the problem with walking BEHIND STUFF, that is some prerendered stuff should be before the character. I wonder do they implement this too? this is insanely hard... or perhaps impossible?
**I am not sure if this is how it was done for the retail Resident Evil games, but this is how I envision it happening, especially since all of the background files contain both background and foreground elements flattened together.**
Originally posted by Marvin View PostEDIT, anyone else noticed "Door: 1.5"?Last edited by Enigmatism415; 10-09-2012, 12:36 PM.
Comment
-
another visible pre-rendered layer to allow characters to walk behind things.Seibu teh geimu?
---
Comment
-
Originally posted by Enigmatism415 View Post**I am not sure if this is how it was done for the retail Resident Evil games, but this is how I envision it happening, especially since all of the background files contain both background and foreground elements flattened together.**
Comment
-
ADT masks are like little jigsaw pieces that are placed together to make a FG layer. They're not one single layer that's placed over the top of the BG layer, but are actually individual pieces drawn on the 3D plain. If you use a walk through walls code, or use the walk trough walls glitch in beta 2, you can get a really good idea of how they work. As the 3D model passes through the ADT masks you can see that the two dimensional image is layered in three dimensions, each individual piece having its own position on a given axis. It's really quite clever how it's been done and is probably more complicated than it needed to be, but you can see just why it's so difficult to reproduce.
Comment
-
Originally posted by Carnivol View PostRE1-3 uses layered objects/cut-outs. You can view these in various programs, but modders (so far, anyway) haven't really been able to replicate them properly.
About the new renders, like Gemini has stated.. They totally lack the 16 bit dithering, which is proof enough to be non-legit stuff.. You would only have such "high quality" renders without those artifacts when you would obtain the source material from the developers..
There are other small issues that were mentioned.. The different typewriter model, which simply makes no sense.. Because if it was jsut though of as a placeholder etc.. they (capcom) would have used the same model they have always been using from RE1-3 instead of taking or even creating something else.. The trash bags look way too detailed.. As a background modeller myself.. I have looked at thousands of Capcom`s renders and those 4 simply do not fit.. They give me a feeling of not being from 1997...
Whoever did this.. they did a great job..Last edited by TheMortician; 10-09-2012, 01:51 PM.
Comment
-
Originally posted by geluda View Posteach individual piece having its own position on a given axis. It's really quite clever how it's been done and is probably more complicated than it needed to be, but you can see just why it's so difficult to reproduce.
And, no, it's not more complicated than they needed to be. They're pretty much done about as simple as they could've been (only alternative would've been a simple mask that does not contain graphical data, but for technicaly reasons that doesn't blend too well with how the game engine itself uses video frames as background images... same reason why Fear Effect doesn't do layering on any of its animated backgrounds.)
Comment
-
Thanks everyone for the insight, I understand how it works now.
That being said, would my idea not work as a (perhaps temporary) shortcut? Simply make specific sections of the polygons invisible with a single filter-layer, carefully crafted to overlap precisely with the foreground objects (to allow the foreground elements flattened on the background image to rise to the surface).
---
As I was saying earlier, of course those images are not Capcom originals, but whoever made them has access to information that we don't (as of yet). If this source is legitimate, then we can make huge leaps and bounds in mapping the basement. This proves that Black~Crow's theory of a two-tiered basement is correct, and after looking at his B1 and B2 maps, they seem very convincing. There is one important correction that I've made though (of course it is only speculative, but an educated guess none the less):
Original, Modification
My modification provides the correct number of Kennel cells and is also more faithful to the RPD's perimeter, and the size of the cells themselves.Last edited by Enigmatism415; 10-09-2012, 02:20 PM.
Comment
-
they are clearly new renders and not legit 1.5 backgrounds
but why someone that uses the nickname "re 1.5 will be leaked" should release material that is... not from the original 1.5 ? it makes no sense
apart from this, they recreated everything from scratch,it's really impressive.
Comment
-
they are clearly new renders and not legit 1.5 backgrounds
but why someone that uses the nickname "re 1.5 will be leaked" should release material that is... not from the original 1.5 ? it makes no sense
apart from this, they recreated everything from scratch,it's really impressive.
Comment
Comment