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Hello everyone! Thank you to everyone for downloading the latest release and sending us all your feedback! Thanks to that feedback, we’ve been able to correct a few issues and make some adjustments. Our July 13th, 2018 release is not the final release, but it’s BIG enough to deserve some patches if needed. Issues Addressed in this Patch: • Rifle (semi-auto w/scope) examine view fix: • The game would crashed when you examined that model.
Feb 08, 2017 Resident evil 4 - Krauser en el modo historia - Mod. Resident Evil 4 (PC). Resident Evil 4 HD Edition Mod Krauser Historia Walkthrough 7.
• Silencer (Leon’s Handgun) has been re-included in the inventory: • We originally removed all beta and repeated items in Leon’s inventory “.dat” file in order to gain extra space to store higher polygon versions for the other inventory items. However it seems that some people still use that silencer via a Trainer. No 3D detail of the other models has been lost because of this re-inclusion. • Chinese language fix for the “Got something that might interest you” Merchant cutscene: • The MDT file included in the evd file was wrong and made the game crash when subtitles were ON. • Chinese language fix for the Miniganmes item descriptions: • The MDT file included in the omk_pzzl.dat files was the wrong version. • Motion blur restored to default values: • We originally increased the motion blur effect for certain areas of the game to better match the Gamecube version (that effect was more obvious at SD resolutions), but this has caused dizziness for some, and many simply do not prefer it.
• Adapted r100.udas file (the very first area of the game) for the “Flawless Widescreen” mod: • This will address crashes encountered in the first area of the game for those using the Flawless Widescreen mod. DOWNLOAD: Installation Instructions • Download the patch • Extract it in the Resident Evil 4 folder (for typical Steam installations, the path is: “C: Program Files Steam SteamApps common Resident Evil 4”). • This is what the folder should look like after you’ve extracted the files: • Run the “ install-713-patch.bat” file by a simple double clicking.
DO NOT run as administrator. Some Windows 10 users you *may* need to follow.
• The script will ask you three questions: • In addition to installing the rifle, silencer, and cutscene fixes, would you like to install the corrected Motion Blur files[Y/N]? • Are you using the Ada RE2 costume for cutscenes included in our Release-3 pack[Y/N]? • Are you using or planning to use the Flawless Widescreen mod[Y/N]?
• After you answer “Y” or “N” to these questions, the script will take a few seconds to complete and you’ll know the script has completed when you see a prompt to “Press any key to continue” • Enjoy the fixes! As promised, our next release is now live! The link below will take you to the instructions and download links ( please read the instructions carefully — you can do it while the files download): Note: We have added a Torrent option for downloading this release. Please seed the file after you download it (if you have the bandwidth) to help others have decent download speeds as well. Thank you for your patience and support!
Note #2: We have added a to address common issues encountered. Please review if you experience any issues. WHAT’S INCLUDED: Note: This is not the “final” release — there are several things that remain, like enemies, NPCs, playable characters, weapon and item refinements, etc.
We are happy to share this announcement with you! Take a look at the video (in fullscreen, of course) and then read the details below! Here are the details about what this release will include. Note: This does not mean the project is complete – there are several things that remain, like enemies, NPCs, playable characters, etc. I finally had some time to share something 😛 I’ve been polishing tons and tons of small (and not so small) details these past few weeks, so the project continues at its usual rate. The only difference is that all the edits we are doing now are not as visually outstanding as previous ones. This is the main reason that the time from post to post is longer now.
This week I’ll show you a few re-created menu background images, an alternate opening sequence, and improved explosion effects. Do you remember the original Gamecube Capcom logo opening sequence? I’ve missed that gloomy sky so much! Here’s the original Gamecube image: But I don’t miss it anymore because I found the original texture and ported that sequence back in! 🙂 (See the image gallery below.) Also, I’ve re-rendered the 360º panorama of the Village that you can see on the Main menu when you beat the game. This is the original: I think I nailed the camera angle pretty well!
It was easier than I thought. The more complicated task was to match the colours, shadows, fog and sky You can see the complete image in the video and a portion of it in the gallery. In addition, the Movie Browser menu has been remastered, too! Finally, take a look also at the new flame grenade explosions in the picture and video. Now the fire casts light as it should!
And that’s all for now Please, stay tuned for the next post!! It’s been a while since the last post But it’s all been for the best. I’ve done a lot of boring and time consuming mini-tasks: • Multilanguage sub-screen menus: All text and textures in all 6 languages for the inventory, Merchant shop, map, file organizer, etc.
• Optimization of hundreds of cutscene repeated textures: As some of you know, there are certain textures repeated in most cutscene texture.pack files (like Leon’s face, all of Ashley’s textures, Ada and Ganado textures, etc.) I’ve included them inside the 07000000.pack file (a “master” pack file which is loaded at the start of the game). So, the same texture that was repeated more than 100 times is now just one single texture.
All the repeated textures have been replaced with dummy 4×4 dds files. • Some redirected cutscene texture calls: A lot of cutscenes use stage textures, but they were copied again inside the corresponding cutscene texture.pack file instead of using the stage texture.pack file. I’ve redirected these texture calls to the stage.pack files and all the repeated textures inside the cutscene texture.pack files have been replaced with dummy 4×4 dds files, too.
I have no idea how big the cutscene texture packs would be if these 2 last points hadn’t been possible. I’d say the final version won’t reach 1 GB (only the cutscenes textures I mean), which makes me think that an non-optimized HD version would easily reach more than 5 GB in size. And here goes the regular update: Finally, I’ve revisited ALL the Island rooms. Their lights and effects are now revised and improved, just like all the other areas of the game. As usual, I’ve improved more of the 3D models and textures as I went. I hope you like the comparison images (a small selection) and the cutscene comparison video!
And now it’s time to prepare something BIG. We’ll keep you updated about it 😉.
Here’s a new round of Island area comparison shots showing the latest refinements (see gallery below). Also, I’d like to show you how the dynamic lighting looks now on enemies with torches and crossbows, along with some extra improvements (see the video below). A short explanation for those who are not following every post on this site: This second remastering pass I’m doing on the Island section is mostly focused on lighting and effects adjustments. We learned how to make these kind of edits when I was remastering the last areas of the game, which is why I’ve gone back to previous areas to apply everything I learned.
I’m also taking the opportunity to make some quick 3D / texture / shadow improvements. All Village and Castle area lighting and effects have already been remastered. Only a few Island areas remain and we’ll be ready to prepare the next release 😉 EDIT: New comparison video below!
Here is the surprise: As you can see, this is a cutscene using the “Special 1” costume option, which (as you probably know) gives Leon his costume from RE2. The surprise is that now Ada is wearing her RE2 outfit as well! This is something I’d like to include at least as an extra / optional pack (as this requires just a few files to be replaced). Making this change possible comes courtesy of Son of Persia, once again. In fact, I really have no idea if another modder already did this, but when I first played through the game with the “Special 1” costume option I was disappointed to see Ada just wearing her spy costume. I expected to see Ada wearing her RE2 outfit just like Leon (just as we can see in the Assignment Ada ending). I’m sure many people thought the same thing the first time they saw it Don’t miss the last part of the video 🙂 As for the rest of the update, the Assignment Ada stage files finally received their first big remaster job (as well as Leon’s equivalent areas).
In the screenshots below, I’m showing things that weren’t polished during the first Island revision. I hope you like the improvements and feel free to post your toughts as usual! Hello everybody! Let’s continue with the Island / Assignment Ada remastering and refinement process. I’ve just made progress in 3 rooms: • Room 307/40b (lab): I’ve polished some textures and 3D models (nothing really major was needed since my first revision). And I also touched up some light positions and intensities here and there.
• Room 308/40c (freezer): Similarly, just some texture refinement here and there. I gave a lot of extra detail to certain pipes and I relocated most of the main light sources in the room. They made no sense at all.
The entire place was lit but there was apparently no flourescents on. So I applied the typical bloom effect on the flourescents and I relocated the light sources to the position of the tubes. (In fact, the original light sources were close to those fluorescents, so I guess the developers were in a rush).
I’ve also fixed the darker bands you can see at the right and left of the screen before you deactivate the cooler machine. It seems the cold effect didn’t cover the entire screen and I simply made it slightly bigger. • Room 30b/40f (garbage disposal area): Again, just a few texture/model refinements.
Arkaos grandvj xt. The “big deal” with this area is that I redid the lower area Leon and Ashley jump into so now it fully matches the stage they arrive at via landing on their butts 😛 By the way, do you remember the infamous reddish filter I’m getting rid of, right? It also affects some explosions like the red metal barrel and the bombs with cables. A reddish filter pops-in and out and it covers the entire screen during the explosion. In the Gamecube version, that filter made the fire more intense and immersive, but it’s broken in the HD ports.
I’ve replaced that broken filter with a nice bloom effect that also makes the explosion more intense. You’ll notice the same reddish filter popping in and out when the Ganados throw the dynamite, for example. All of them can be fixed!
BEFORE Notice the reddish pop-in filter (look at Leon shoulder) and the explosion light lasts just 0,1 sec. (see the door over Leon’s head) AFTER Pop-in filter removed. New bloom effect added. The explosion light last longer and it disapears gradually The reason for the slower pace is that I’ve also completed something that theoretically should take weeks or months to do: Replace the entirety of the in-game low-polygonal item models with the high-polygonal examine models for every single room of the game! Now we just need to polish or re-create some item textures and that’s it. 🙂 (New pot model: Courtesy of Son of Persia) Just for the people who are interested in technical details: Every room’s *.udas file contains the same item models repeated again and again And the same can be said for their textures: Every room’s *.pack file has the same item textures (ammo, herbs, treasures, etc.). These models and textures are used when you pick up an item during the gameplay.