Progress Report - r201


This room was already showcased in YouTube some months ago, and it is basically in the same state as in that video, no much have changed since then. The main difference is that the new flashlight was ported, some ETM tweaks, and other minor changes. 




The specular of the vases was modified and now the small vase has shadows like the big one. It was a bit challenging to edit these textures because a single TPL is shared across three models: the intact vase, the shattered version, and the remaining pieces after it’s completely destroyed.


Small Vase now has shadows


The changes in this area features the inclusion of a new fog effect in the Main Hall and a few other effects like a custom heat and light effect for the Fire Knights. New torches were added to the area and various tweaks in lighting. It's maybe too warm but it's hard to avoid that with so many torches around.


Environment Fog


A new typewriter model was added ported from Resident Evil 8. My intention is to make each area unique with its own typewriter, so this one will be default for all the sections of the Castle. The Village will keep using the vanilla one, while the Island will feature a 3rd model.


Resident Evil 8 Typewriter


The modern lamp next to the frame where the key is located, was replaced by an old candle holder.


Mod
Vanilla

The enemies with dynamites were disabled, and now the Zealot Leader has a goat mask. The Las Plagas Type 3 received a new specular effect, it looks more wet when interacting with the lighting. The em1b was extensively tweaked to match the lighting of the area.


Las Plagas Specular Effect

The Ink Ribbon functionality was added and a sound for the flashlight ON/OFF toggle when entering the Garrador area. The Garrador enemy effects were not edited yet, so it will look bright in contrast with the new lighting of the area, it will require some EM edits.


Garrador Area


In the last door that leads to r108 my intention was to remove the two big torches, and add some candles in the ground to make it more scarier. But I fear that too many effects could lead to issues like in r100 were delay started to happen and other EFF related issues.

The Saddler Frame now has the Elegant Mask instead of gold bars, for now these ITM changes may not seem logic as there's also a mask in r107, but once the game have all its rooms modified, the changes will start being cohesive and make more sense.


Elegant Mask


Some cast overload issues can still happen as this area has lots of EM. It almost always happen when the ETM lever is used and can happen in other situations. 

The bin models as mentioned doesn't seem to react to the custom flashlight, so the interactable bells in the Garrador area will not receive the main light, only the Type 6 one which is the complementary light.


SHD Flashlight


Room 201 has a strange bug when opening the inventory next to the entrance door. It's caused by EFF and what happens is that a light appear at the moment the inventory screen is triggered. The effect 2 in "Effect 0\Effect group 0" is the cause of the bug, this is the light from the Fire Horses. 

I've tested the PS2 version and it doesn't seem to happen there, probably because this light is not present or disabled. Interestingly there are other differences like the specular of the vases being baked instead of in real time, due to hardware limitations of the time probably.


UHD

PS2 (PCSX2)


The bug only last until we disable the fire by the lever, so I kept the Horses light on as it adds a lot for the visuals, and the bug only happens in that starting area. 


Vanilla
Mod

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