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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Sat Jul 02, 2016 9:15 pm

I wouldn't say that it's perfect but yes, an improvement. It would be helpful if I had saves to every typewriter in the game. Do you have any saves to share?
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Sun Jul 03, 2016 11:51 am

Sorry, English it's not my natural language, I surely mean that it looks very good in compare with original, and it's definitely better than before, I doubt that it might be better with such sources.
Here's some saves: https://yadi.sk/d/Zc9gFae1sxcT8 - not every typewriter but better than nothing.
doomed wrote:Oh, I thought that's how they show in game, it's not?

That's how they should looks in game now: Screenshots
RE3 32bit color fixed exe by Dege (only for FMV) https://yadi.sk/d/DUrNpycvsynCH
Now all RE3 FMV will be played in true 32 bit color mode instead of 16 bit mode in original.
All not true 640x480 RE3 BG: https://yadi.sk/d/EJmPF1oCsyukT
Just in case, for Police Station you're planed to use original non up-scaled backgrounds from RE2?
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Mon Jul 04, 2016 5:25 pm

Many thanks for the saves and the 32bit exe. I didn't know of that exe, I'll test it later. I googled it and have now caught up with the discussion on vogons. In the past week, coincidentally, I also played around with the DX11 version of dgVoodoo 2 and was hoping to make its bilinear setting filter the masks, that go unfiltered with the game's bilinear setting, but without the weird lines you get on screen (eg also in Dolphin). Unfortunately that doesn't seem to be possible.

I have already gone through all the backgrounds and copied to a new folder the ones that don't look like proper 640x480, but I'll take a look at your folder too in case I missed any.

RE2's ones have less colors so they are unusable, I have to work with the ones shipped with RE3. And no worries about your English, mine isn't perfect either :up:

edit: 32bit exe doesn't work for me, it says "Internal error". Any ideas?

edit: Actually Dege's exe, from vogons, works it is yours that doesn't work.

Two questions:

1) Why is yours different? What did you change? edit: I suppose Dege's is based on plain RE3, while yours has the various mod features enabled?

2) I also did a fresh install without your mod and your exe is now complaining winmz.dll is not in the folder. What is winmz.dll used for? Putting it back just throws "Internal error" which could mean that that's the culprit.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Tue Jul 05, 2016 12:39 am

This exe is compatible only with Restoration Project v 0.8, and by the way, I don't think that it's a mod, since RE0 HD remaster is not a mod, it's just restoration of original by using original materials created by game developers, we just trying to fix their not so well done job and it's still WIP :)

For now RE3RP based on rare USA edition, while Dege exe based on widespread clean UK version, if you try to use it with some clean game version, you will have texts artifacts and totally broken music, without any improvements of our project.
This exe is different cause in RE3RP we've use huffyuv codec for video to minimize it's delay when it start playing, as it says in readme. Video based on huffyuv codec plays with anomaly color tone in game (like on your previous screens) in systems with installed codec packs based on LAV filter. Winmz.dll works along with RE3RP exe. Each time after launch this dll add ResidentEvil3.exe to exceptions of LAV filter section in system registry, so if you rename game exe you've got color tone bug with LAV filter.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Tue Jul 05, 2016 11:15 am

I see. But like I said it doesn't work for me. I did a clean install of RE3 and a clean install of the mod (sorry, it's a short word and I like it, lol!) and then pasted your 32bit exe and it says "Internal error".

Given your modified exe of the mod works, that must mean this new one wasn't modified as successfully. So look into that, because if it doesn't work for me it probably doesn't work for other people too, so it can't be used in future versions. Maybe it depends on some other file that is different for me, so you should include that too?

I spent a few hours yesterday playing around with a single RPD background trying different stuff.

Original - Cleanup - Enhancement

ImageImageImage
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Tue Jul 05, 2016 12:17 pm

Interesting problem. Hundreds of people successfully installed this patch and no one reported about any serious problems. As it described in readme, try to disable UAC while installation, also try to install this mod and your game in non Program Files folder. At least, try to use this game version https://yadi.sk/d/o3-vKFAmr29DD
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Tue Jul 05, 2016 1:00 pm

kalash49 wrote:Interesting problem. Hundreds of people successfully installed this patch and no one reported about any serious problems.


Just so we make sure we understand each other. The mod itself works, that's not the problem. Your 32bit exe doesn't.
(I'm just saying, because I don't think "hundreds of people" have used that 32bit exe yet, so you must be referring to the mod. But the mod works fine.)

kalash49 wrote:As it described in readme, try to disable UAC while installation, also try to install this mod and your game in non Program Files folder.


That's how I do it anyway.

kalash49 wrote:At least, try to use this game version https://yadi.sk/d/o3-vKFAmr29DD


I installed this, then the mod, then the 32bit exe and... now it works!! :D This means there's some file you should include with your mod so that it fully changes whatever game version people have to the one you use. I'll try to figure out which file it is.

EDIT: Hmmmm.. it actually works with my own RE3 version too now. I don't know why it didn't work yesterday!! :huh: :wacko:
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Wed Jul 06, 2016 1:01 am

My latest idea / experiment:

Better reproduction of the color palette: http://diff.pics/knP3LBQHjKRo/1
(Mouse over to see the difference)
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Thu Jul 07, 2016 2:02 pm

I enhanced 4 backgrounds.

Adravil:
http://diff.pics/1XFvfS6Y5ljM/1

Rocket Launcher locker:
http://diff.pics/1UXGwAZHrn0P/1
http://diff.pics/WamtVtUuV4xt/1
http://diff.pics/YMtgEavoYm5N/1

Comparisons are not in-game, but it probably doesn't matter.

The RPD is enormous, that's why I preferred to work on something smaller scale. :) I have many different methods, some of them come blurry, others a little sharp, others oversharpened. I go through them all and then pick the one that I believe makes the most sense for that particular background.

You'll notice the two backgrounds of the closeup of the locker, one with the key and one without, differ a little in sharpness, because the source images I had to work with differed too. It would be nice if someone copied everything but the key from one background to the other so that they match in sharpness. It should probably be not hard to do in Photoshop.

PNG and JPG download here: http://www47.zippyshare.com/v/Pgk8qdPv/file.html
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Fri Jul 08, 2016 3:24 am

Everything you've done is very interesting. There's just a one moment about RPD backgrounds.
doomed wrote:RE2's ones have less colors so they are unusable, I have to work with the ones shipped with RE3. And no worries about your English, mine isn't perfect either :up:

I think, it's a bit incorrect conclusion. RE3 RPD backgrounds actually didn't have more colors then RE2 ones. You just need to compare them.
http://diff.pics/lhGvnaHijfgt/1
For me it's too obviously. Look on this 16 bit color stains, they take place on both examples. RE3 bg. just have little more gamma and bilinear upscale, they not re-rendered,
they just saved in 24 bit jpg, but if you save 16 bit image in 24 bit, you'll not increase it's quality :roll:
Your Bar Jack work was very good without doubt, cause you've used non filtered image source. Maybe we need to try to use these non filtered RE2 backgrounds and see what it be,
because if we'll be using RE3 ones, in the end it will be result with 3 levels of filtering (filtered source + your filtering + game filtering). That's too much for 320X240 images.

I think, first we need to try your experiment method on RE2 bg. to reduce color stains, like you did here:
doomed wrote:My latest idea / experiment:

Better reproduction of the color palette: http://diff.pics/knP3LBQHjKRo/1
(Mouse over to see the difference)

On the second stage, try to apply one of your excellent upscale methods and then test it in a game or compare with your old works with RE3 RPD bg.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Fri Jul 08, 2016 11:19 am

I agree about the colors. I wasn't remembering right when I wrote that. Later, I wrote:

doomed wrote:I spent a few hours yesterday playing around with a single RPD background trying different stuff.


and yeah, I found the colors are the same, but there's a difference in the, well, I call it luma, you call it gamma, whatever. At least in the single background I tested with.

That background I show in that post is actually produced by using the best aspects of both RE2 and RE3 versions, so don't worry about it, I am not putting the RE2 ones to the side! :) That's why I think it's best to leave the RPD for last, because it's very complicated.

Good idea about the smoothing of the color gradients on the RPD backgrounds, RE3's backgrounds will hopefully one day be able to be displayed with their full color palette so I shouldn't modify them, but the RPD is stuck with lower colors so I should do something about it. But like I said, probably after I finish with all the others.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby kalash49 » Mon Aug 29, 2016 4:13 am

Hello friends. In a recent weeks we've manage to reach some huge progress in texture replacement for PC version of our project.

Here's a couple screenshots from WIP test version:
Image Image Image

There you can also look on screenshots comparison: http://screenshotcomparison.com/comparison/182723
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby doomed » Wed Aug 31, 2016 11:36 am

Nice. I've been incredibly busy and haven't worked on the backgrounds but I haven't forgotten about them. It's best to wait for your updated mod anyway before I resume work.
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Re: Resident Evil 3: Restoration Project (PC, PSX) (Release)

Postby usb » Thu Nov 21, 2019 12:50 pm

RhymeKidder wrote:I guess PS1 Mercs have zombie knee crush intact despite the 202030h thing. So this is for PS1 Jill's head kick - it might work any region (not just usa).


https://www.4=shared.com/archive/G0tX5t5Fce/re3ps.html
LegendsWorld


Howto:
Rename your bin/iso to re3.bin and run tool.


edit:
Nice work on the psx video remaster. Having those "aspect" black bars gone makes the cinematics more alive.


Hi, I know this thred is not very recent but I'm trying to find this tool. Can someone provide a mirror link?
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