#Max Payne 2

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green moth
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Start game without remix files past the intro cutscene
Exit. Install remix files [newest version] with d3d8 [cross ire
start game. Set resolution to 640 x 480
exit settings screen

regedit
Computer\HKEY_CURRENT_USER\SOFTWARE\Remedy Entertainment\Max Payne 2\Video Settings
Display bits per pixel
Decimal. Change to 16
save

Click maxpayne2 exe .Make a short cut. Put in target
-skipstartup -nodialog
This will stop it from changing back to 32 bits on start

load your game

green moth
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Apparently other resolutions also work at least they do once I got in game now working after getting into game. Use registry to change resolution . DON'T USE -WINDOW in properties it will report the old error.

chilly beacon
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Holy sweet muffins ๐Ÿคฏ

chilly beacon
green moth
green moth
green moth
chilly beacon
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I see

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Also does mouse work when opening developer overlay?

green moth
# chilly beacon I see

It does but mouse is the problem. I didnt try too hard tbh. Playing xenoblade and I saw like X people trying to get it to work so I figured I would let others play around with it now that its in game

green moth
# chilly beacon I see

It might be that whatever settings that MaxPayne 1 has baked in to remix can be applied.

white plume
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fuck

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i dont have the software on hand

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theres multiple if you do some googling though

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been a minute and id have to find it again

green moth
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I thought I had it first time let me double check

chilly beacon
white plume
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no but theres programs you can use to force applications into windowed mdoe

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Borderless Window is one (incredible name, truly)

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but i cant say how well it works on older games

chilly beacon
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What software are we talking about

white plume
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1 second

white plume
# chilly beacon What software are we talking about

programs like seen here
https://youtu.be/38HK8aiIXzc

http://www.twitch.tv/lirik

Download link:
Mirror 1:
http://www.mediafire.com/?jnsslpz2wl7yjf8
Mirror 2:
https://rapidshare.com/files/1853267935/RemoveBorders.rar

I always get asked by my viewers about Window Borderless and how I am able to do it with Arma. I use a program called "BorderlessWindowed" which allows me to take almost all games th...

โ–ถ Play video
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works for most games

chilly beacon
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Ok I'll take a lookie

white plume
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yee

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lmk if it works

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i'm curious too

white plume
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the updater is broken though

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and also not on max payne 2 (dont have that game)

stiff apex
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Put all this in bridge.conf

Enable/disable DirectInput message forwarding to Remix UI.

In some titles DirectInput messages may interfere with Windows input message causing Remix UI input to misbehave. If this happens in a game you are trying to remix, try to disable DirectInput message forwarding.

client.DirectInput.forwardMessages = False

Enable/disable DirectInput exclusive input.

Only affects fullscreen modes. When Remix UI input misbehaves in fullscreen mode, try to disable DirectInput exclusive input.

client.DirectInput.disableExclusiveInput = True

This enables you to interact with the Max Payne 2 menu

stiff apex
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Max and the powerfull flashlight

stiff apex
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Dxwrapper must be used with dinput8 in the game's main folder but, in dxwrapper ini dinputto8 is NOT enabled.

stiff apex
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After many crashes( Pressing escape to go to menu or F5 to save) the game clogs up and refuses to boot.completely. In that case Delete the RTX.conf(not the bridge.conf) and et shall start again.Those who are more experienced can tweak the RTX.conf and see what the actual problem is, probably loading in certain textures / UI/WorldUI etc..

stiff apex
stiff apex
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If you change too many settings in Path tracing, maybe other tabs and et crashes same problem remains.The game wont even start.
rtx.conf should be erased/or removed elsewhere(๐Ÿ˜ฉ back to reenabling texture etc...terrible๐Ÿ˜ฎโ€๐Ÿ’จ ๐Ÿ˜ฃ )

stiff apex
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Emissives through World space UI
(this is improvising until someone makes a proper remix, or maybe better tools are need)

stiff apex
wispy iris
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I can get dxwrapper to work (i can enable windowed mode through it) however rtx remix isn't loading

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i can only get it to work when i rename the d3d9 from rtx remix to remix.dll and then load it through dxwrapper, but that seems wrong for some reason

pulsar trench
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When I got this running, the only part of my character visible was his hair, so I looked like the invisible man with a toupe on ๐Ÿ˜„

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It was promising otherwise

jaunty narwhal
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@stiff apex hey have you tried the latest version of rtx remix on max payne?

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ive just tried 0.2.0 version but it doesnt want to launch for me

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and then tried 0.3.0 game starts but it doesnt attach rtx remix inside the game

stiff apex
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@jaunty narwhal I havent tried with the absolute last ver. Build #404 but it did work with couple of weaks old builds. My problem is my mod.usda got corrupt or something dont know what it is the ehancments do not appear in game,NONE! And yet i can toggle the button/Enable enhanced assets.
A big tell is when i open the Project in omniverse NOTHING from the game geometry appears in Stage.
these are the last settings i use frow the dxwrapper:

jaunty narwhal
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Yes I tried it

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Game starts

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Runtime starts but it doesnt attach

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To the game properly

stiff apex
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Enabled3d9wrapper = 1
?

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might be the solution.

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My previous post didnt have that enabled.Might solve that problem.Dont know

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@jaunty narwhal Judging by file dates , i Have the 0.2.0 pasted and dxvk-remix--372-release

chilly beacon
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@stiff apex can you give me some insight on how to make this game work? also how does it perform like is it stable and light/mesh replacement possible?

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with Remix v0.4.0 ofc

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im trying to setup the ModDB compat so that's why

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it was listed as TBD

stiff apex
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I think i pasted, 0.2.0 and then the #408 or #410 which makes et prety much 0.4.0 i think

chilly beacon
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any issues so far?

stiff apex
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as short as possible...(what im using currently)
-d3d8 (crosire, v1.11.1.0)
-dinput8
-dxwrapper(asi , dll , ini)
---ini settings enabled:
D3d8to9 = 1
EnableD3d9Wrapper = 1
FilterNonActiveInput = 1

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Massive issues with blending on decals , i dont know how to (or if its possible) to slighly move the geometry off of the gorund , or wall etc.. Definitely blending issues.

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ohhh , and lets not forget the frikin door and mirrors portals changing the perspective massively

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And the mirror projections being spherical.along with blending issue cause there are two planes that constitute the mirror.
Remove the top plane and the mirror gets transparent and you still see the spherical reprojection.
Might try in blender to do something but im not really good with it. The saving of the usd might be a problem , too many options.

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now this is weird , this graffiti has alwas been a problem...

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like this(all decals have this issue) will check now in remix for the blending flags if there is difference

chilly beacon
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also it would nice if you provide rtx.conf file

stiff apex
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Also the motion vectors are terrible, Definitely DLSS problem.Horendous ghosting on the character

chilly beacon
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first turn of auto exposure and see if it helps

stiff apex
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i was observing the motion vectors and they seem , weird..
not an expert on this, i only have small experience with the motion vectors from rtgi /Pascal Gilcher

chilly beacon
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thank you ๐Ÿ‘

stiff apex
stiff apex
jaunty narwhal
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whats this?

stiff apex
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Very short video, wanted to try to upload direct instead to youtube

stiff apex
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@violet bridge Peep the vid

chilly beacon
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did you guys try RR from the portal rtx updated runtime?

stiff apex
violet bridge
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Awesome!
Mirrors looks strange.
I'll be waiting for the video with RR

stiff apex
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yeah mirrors always looked strange/spherical projection in this title(i think in MP1 too) we talked aboutthat problem , but no one came up with a solution yet.the only thing that makes et proper reflect are the catmul clark subdifision settings in Omniverse(which do not tranlsate in-game ofc...)

jaunty narwhal
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New model flat plane add specularity and metallnes

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Align it to mirror surface

stiff apex
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there are two textures fighting each other 1 mirror + a decal i think/grime/dirt , and i cannot comprehend blenders import/export settings ...

stiff apex
stiff apex
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It is interesting/curious that this worked with no problem on RR/portals files, but trying with other versions(even the DXVK-remix #522 w/ RR ) the game wouldnt start, different error messages.So i thought lets see some log files.
So the MaxPayne2_d3d9 said something like quads are not supported by rtx remix replacements...whaat. And yet The portal's latest files got no problem. So i triangulate the mesh and it started with remix-0.2.0+DXVK #522(ray recon)

stiff apex
paper raft
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Is the registry edit in the pins still accurate to get the game running?

paper raft
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Can't seem to get remix to hook, tried dxwrapper and crosire's but no luck. Did the Enabled3d9wrapper = 1 and FilterNonActiveInput = 1 with D3d8to9 = 1

stiff apex
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Same here,it worked for more than a year and recently just stoped hooking

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so i opened this issue

stiff apex
chilly beacon
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or is it referring to another issue that has surfaced because of remix updates

stiff apex
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i dont use that file.

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I dont know why this is happening, might be the new drivers or something to do with Nvidias app overlay. Just guessing

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This is the file from The widescreen fix for MP2.It hooked for many months and even before with crosires 1.11.1.0 (and i think with 1.12. too) it worked also

paper raft
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thank GOD I thought it was just me having issues lol. For the Portal RTX files was it just the .trex folder and the d3d9.dll?

paper raft
paper raft
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Thanks! But still no dice on my end. That's crazy, I've never seen remix not work at ALL on a directx8 game, it usually always has some kind of reaction. I can't think of anything, but hopefully the ticket helps solve something

high elbow
# paper raft Thanks! But still no dice on my end. That's crazy, I've never seen remix not wor...

loads up and runs "fine" with ThirteenAG's Ultimate ASI loader with the latest github files for DXVK and the bridge . 32 bit color... no need to prelaunch the game or do the registry edit for color depth.

install order as follows:

1:fresh install of Max payne 2.

2:Install remix and rename the d3d9.dll to Remix.ASI

3:install the Definitive Fix for MP2.

4:Move the Remix.ASI to the scripts folder

5:Use the launcher(set a new shortcut or just launch directly from the games folder the MaxPayne2.exe) to set Your graphics up as exampled in My pic.(adjust for Your needs on resolution)

6:press play.

paper raft
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Hmm, did exactly as above but now the game won't launch hMm For the ultimate ASI loader, do we keep it named dinput8.dll or rename to d3d8.dll?

stiff apex
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Sometimes et looks amazing...

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This is with portals RR files btw. I tried the sugested method , it ... woden work

high elbow
# paper raft Hmm, did exactly as above but now the game won't launch <:hMm:107430743108302860...

wait..Where did You get the dinput8.dll? did You install a second version of ASI loader?

For clarification, The Definitive Fix is/includes Ultimate ASI loader and uses dsound to hook.

So... To answer Your question. no. The only thing that needs to be renamed is d3d9.dll.(this belongs to remix.) rename this to anything you want as long as the file extension is ASI instead of .dll. for simplicity I'd suggest Remix.asi.

paper raft
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Hmm still no luck. At any point were y'all able to get it working on the steam version? Or which version are y'all on

high elbow
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@paper raft I'm using the steam version but the exe that's being used is a modified one so it's separated from steam I guess.

just coming back to this after a while but it's looking/working even better then I remember . Some off vs on of the first level.

stiff apex
chilly beacon
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New model?

stiff apex
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Absolutely not.:)
Thats why i posted et.

jaunty narwhal
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so you came back to work

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nice to see it then

stiff apex
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Yea the temperatures finaly drop so im inspecting now whats what.Some stuff is broken unfortunately but i will push as far as i can

jaunty narwhal
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Cool stuff happy to see some progress

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makes me more determinated to continue my stuff ;D

idle plover
stiff apex
urban berry
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We need to 3D Scan Jensen's jacket ๐Ÿ˜›

stiff apex
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Incase anyone wondering about no sound,audio settings got reset at some point in OBS didnt notice in time.

daring haven
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Am I doing something wrong?

stiff apex
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i dont see dxwrapper.ini

daring haven
stiff apex
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Enable these in the ini.
also dxwrapper.asi file(paste et)

daring haven
stiff apex
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Main directory(should be rtx.conf remove the "(1)" ), but first you need to make the game hook with remix then you paste the rtx.conf (the game will generate its own when you hook it the first time)

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Here most of the instructions to make et run, see what you are missing from here.Examine carefully (the cubic environment maps is optional, you gain something from et, and you loose some )

daring haven
stiff apex
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did you use the d3d8 from the "MaxPayne2.WidescreenFix"?

daring haven
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I don't think so

stiff apex
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paste that d3d8.dll then, scripts> global ini , change the parameter UseD3D8to9=1

daring haven
stiff apex
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last round of troubles i had with hooking the game was an dinput.dll issue.
I, and others were successfuly hooking without it for a long time maybe something changed from nvidia's side so the solution was that dinput.dll had to be used

daring haven
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Oh never mind it seems to be working now

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Thank you very much

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Is there an rtx.conf that makes the game less dark?

stiff apex
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renderer tab> post processing , you have eye adaptation there.
Do you have a mod.usda file in the rtx-remix>mods>gameReadyAssets folder?
what lights do you have ingame?

daring haven
stiff apex
stiff apex
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place et in the gameReadyAssets folder(g small, R capitol ,A capitol - The folder must be named like this)

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then ingame disable the enhanced materials (dont disable the enhanced meshes option)

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@chilly beacon if you like the slightly updated lights ๐Ÿ‘†

daring haven
stiff apex
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Did you disable the enhanced materials(in the enhancements tab) ?

daring haven
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yes

stiff apex
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restart the whole game see if there is any change

daring haven
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When you enter a certain structure, the performance balances out and it works properly

daring haven
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oh

stiff apex
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there are alot of "planes" of rain particles one behind another and thats one of the worst things for path tracing to calculate(alpha transparency textures or something , im not a technical man)

stiff apex
# daring haven oh

you can test options in the path tracer tab(rendering), there are path tracer interactions to be calculated

daring haven
stiff apex
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Check your graphic settings again, in the launche if the game. Also try with disabled environment cube maps(to see if there is difference)
What you are getting in the pic, is some other textures(shader for reflections/cubemaps, or light maps stuff like that) on top of what you suppose to see

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the weird part is i havent seen these vehicles have that problem. so check the graphic settings (of the game et self)again carefully

chilly beacon
daring haven
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I think I'll also wait for it to come out in a way that's playable

stiff apex
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Melanin Mirror issues

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Anyone else noticed this type of problem?

stiff apex
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Magical Melanin Mirror

daring haven
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Bro changed a race

violet bridge
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N word

chilly beacon
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why

jaunty narwhal
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Propably bug

uneven vapor
stiff apex
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its same in my case. Also as an example, to have directional lights point down, you have to go -90 on x axis (scene Z is not selected in runtime, the captures appear with normal orientation in the toolkit)

craggy shale
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cant find definitive fix mod

stiff apex
craggy shale
stiff apex
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then apply the widescreen fix

craggy shale
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this is insanity lol

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i need a moment to understand

stiff apex
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Yeah... i know.

stiff apex
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the dinput8 should be in the dxwrapper files

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but...ugh,, so many versions i cant remember which one is which.wait

stiff apex
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yeah, i see its dinput not dinput8 for this game. gonna pack these files in one to make et more reasonable

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Basicaly...(i hope this was all of it ๐Ÿ™‚ )
1-Install Remix
2-Place Dxwrapper (w/widescreen fix) files
3-Setup The graphics like on the picture(dont forget the target command lines: -nodialog -skipintro )
(^additionaly you can use "-developer" /w "coder" to have all weapons and imortality, if you like to explore more of the world, for when i upload the mod ๐Ÿ˜„ )

craggy shale
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Ive read to change to remix file to remix.asi and put it in scripts folder, this still a thing?

stiff apex
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i dont think so

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all the files (3 files total) in the script folder are already in the zipfile

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nothing else in that folder

craggy shale
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do we need d3d8to9 dll

stiff apex
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AFAIK the d3d8.dll is read as d3d8to9 (not sure)
but no, you dont need a d3d8to9

craggy shale
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it hooked, but its borked

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also got a error saying that max payne exe wasnt executed properly, ive never seen that error message in windows, but the game started up

stiff apex
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all of them, lights, materials, meshes,
actualy not all , Leave the meshes on cause the lights are attached to them(if you use my mod.usda from moddb)

craggy shale
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maybe it needs specific rtx conf?

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btw, dinput.dll, dxwrapper.dll, dxwrapper.ini and the scripts folder is all it needs to get the hook working

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it didnt even create an rtx config. thats odd

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ok it did now

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looks normal when rt is entirely disabled, expected behavior?

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wirth rt pitch black

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@stiff apex

stiff apex
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in the enhancements tab , disable some of the options(lights and materials. Leave the meshes) see if it appears more normally

craggy shale
stiff apex
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Have the "enable enhanced assets" ENABLED( but disable the lights and materials)

stiff apex
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4:3 format stretched to 16:9

craggy shale
stiff apex
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select this one only(if you are using my mod.usda)

craggy shale
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i dont have d3d8 and d3d9 dll in my folder because it would require me to replace the d3d9 dll from rtx remix

craggy shale
craggy shale
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just fresh max payne with remix

stiff apex
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Get the mod usda, otherwise the game etself doesnt have much light from its self

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maybe thats why

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there are lights (like when it thunders or some lights to emphasise characters and stuff like that) but not much

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Also if you dont have any mod.usda you wont be able to enable or disable enhancements

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it will say something like no mod.usda found(at least thats how it was, unless they changed it in the meantime)

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To test if its ray/path tracing you can go to game setup and add a light to see if it lights up the world(distant or sphere light etc).

craggy shale
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ok, so i can basically disable rt for now , disable enhanced assets and make a capture, then add light to the scene

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i wanted to make my own mod to learn remix thats why im not using your mod usda

stiff apex
craggy shale
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man cant even capture scene

stiff apex
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take a snap while you are in the dark ๐Ÿ™‚

craggy shale
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ahh ok

craggy shale
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thanks my dude for helping me get this running. I tried to create a new project using the capture but unfortunately it didnt want to create it. No idea whats that about. Ive read that one shouldnt have the game folder in program files, because thats a locked one, but i cannot just copy my steam install because then my exe wont start due to a steam error

stiff apex
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then the toolkit connects the project with the game via symlinks(im not a programmer or techincally inclined to know what they are exactly, i just see em as type of shortcuts/connections)

craggy shale
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i created a test directory inside the main directory of the game, you think thats fine?

stiff apex
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Nope! anywhere but there!

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i dont know why , but thats just the way eth is.

craggy shale
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alright thanks ill test it tomorrow again

craggy shale
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@stiff apex hi i finally got it working, how you removed that raster shadow?

stiff apex
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The crosshairs are in 3d(they cast shadows) and go in and out of vision cause sometimes they are lit,sometimes in shadow

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The basic one "dot" is hardest to see

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as far as i experimented

craggy shale
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ever noticed some form of hallucination where remix adds sunlight on windows outside of your view? here an example

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its night and the window on the right only adds light when im not looking at it

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when looking at it it works correctly

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@stiff apex

stiff apex
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@craggy shale Gamesetup>fallback light. Disable it

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I think you added that to see if the game is pathtracing or not in the beggining

craggy shale
stiff apex
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@craggy shale check the "suppress light keeping" in the tab above et.

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maybe that light is from the thunder/lightning but it remains instead of getting switched off

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If you want to speed up this whole process use this rtx conf
Unless you want to learn step by step, which is gonna be a ... long road

craggy shale
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no fix unfortunately

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ill ask in general

jaunty narwhal
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culling is worst things that happen in the project

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dealing with it when there is no mod for it is painfull

craggy shale
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oh yes..

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well we need an asi script to fix that

stiff apex
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or... maybe you added a light to a texture thats outside(maybe the skydome or something else, a building maybe)

craggy shale
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wait you dont face this issue at all?

stiff apex
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with the lights stuck from outside, no.

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the geometry dissapearing (sometimes) when you rotate the camera, yes. this requires more strategic placement of lights,meaning you attach lights to larger geometry(smaller geometry gets culled moreoften than large)

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ofc the large geometry sometimes dissapears too so,when you go from certain parts of a map , everything behind the camera disappears

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also, try these two options

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fuse world-view mode, None or in world Transform work best in me epxerience.test those two

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@craggy shale ah... i think this is the problem you having

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select to ignore the directional lights from the game

craggy shale
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lol yes, it fixed it

stiff apex
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Those gray chairs, try marking that texture as lightmap, if you see the proper texture appear than... good. if not then textures are not really connected properly through the toolkit

craggy shale
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hi, how did you fix the blood decals and shoot holes? @stiff apex

stiff apex
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This is the way i save if it has transparent(alpha channel), for regular texture i disable the premultiplied alpha(at the bottom)

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and then... you need to set alpha blending options (in the toolkit) to ALPHA, and alpha tested:GREATER

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lastly as i said before instead of the path of the texture reading "..textures......." its should be ".assets\ingested"
you do this by re entering the same texture (folder button for the albedo/diffuse in this case) , "Copy to assets" folder or some sort of a button will appear.

probably the proper way,the more sane way is to ingest all textures so you dont do this last part every single time.but i dont know about that cause ingesting the textures changed the names for me(adds .a.trex or someting) so im not familiar with that worklfow.

craggy shale
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holy shit!

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thats ALOT to do

stiff apex
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you though it was easy? ๐Ÿ˜„

craggy shale
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well , its something you dont think about, that blood decals gonna be such a problem

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but im surprised how well max payne 2 runs with remix. Also Vram usage is very low

stiff apex
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when you do et all the time you get used to it.(you dont think about every single detail,only the important stuff)

craggy shale
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i also had the idea to create an ASI script to disable culling. So we could capture an entire level in one batch (Like hospital)

stiff apex
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Yeah,Vram is low cause lowish texture details, and very optimized/"low" poly models(they had a good sense of portraying stuff optimally geometry wise)

stiff apex
strange coral
jaunty narwhal
main anchor
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@stiff apex let me know if you want any help with the project, I had started my own version a few weeks back and got up to chapter 3, was able to work out most visible bugs besides the occasional unstable mesh and placed my lights multiple times to make it appear seemlessly desite the culling, upscaled everything 4x (using mix of custom PBRify workflow and BPRfusion), even created emissive masks for a lot of the light fixtures, tvs, neon signs, panels with buttons etc. But then my youtube channel got banned a few days and lost motivation to work on any mods..but so bored now lol

stiff apex
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Why did you get banned? (if its not a secret...) @main anchor

stiff apex
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The major issues i have are to do with the culling (xoxor4d? ๐Ÿ˜„ ), cant make the maxED2 to work with the steam installation , some say it needs max payne 2 in .iso so it can unpack all the data in the editor... Tho this is only problem in certain areas where most of the cells/rooms disappear behind(i mitigate by attaching lights to walls floors ceeling/theese are least cullable...but still they do dissapear as i said) .
Also if one is expert in maxED2 you problably can easily edit some problematic lights.Some look ugly to me and some(rarely) flicker because of ray reconstruction and probably the unstable mesh(moving/positon-wise ever so slightly on camera movement,The is in the mona burning funhouse level))

And there is the post processing stuff , the wobbly/swirlyness in the dream sequence along with the heavy motion blur there , AND.....the Crosshair/aim problem...

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The NPCs models and Max's/Mona's unstable geometry also, i dont want to change to the newer DXVK-remix so i dont mess up something.(some reported stable meshes in some games with the latest itterations. Im on #886 i think)

main anchor
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I had just started my YT channel a few weeks ago when I first posted clips of my American Mcgee's Alice mod, even emailed a gaming site about it and they posted an ariticle of that and another on my Dead To Rights mod clips and one of Max Panye 2.. which got me 20k views and 100+ subs..next day woke up to a permaban stating I violated their "impersonation" policy, probably because I joking named the channel Digital Floundry and had a fish in my logo but made it look similar to Digital Foundry's logo..had no idea parody wasn't allowed, such bs

main anchor
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I used the .iso version with the widescreen fix, I'll have to double check the geometry stability but haven't encountered any issues with the character models after replacing their textures. I had to do a capture is practically every room and place lights multiple times but your method sounds more efficient. I'll have to see if I can get maxED2 to run as I had no idea that was a thing lol

stiff apex
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I replaced the textures on all characters(maybe some i missed, im rechecking stuff all the time/while recapturing levels) , what i meant was geometry wise. Most Geometry is stable except the NPC's and max/mona. Cant change the Mesh/torso/head/legs (to smooth out the normals and or add some more geo density)

sleek sequoia
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Anyone still active or familiar with how Max Payne 2 works on Remix? I've just started dabbling in Remix and have encountered an issue with what I think is a culling issue

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I'll see if I can attach a video to help better understand

stiff apex
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you got stuff selected as UI which are not suposed to be selected as UI

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the decal on the floor for example (or other stuff which may be connected to such textures) .Example, selecting the crosshair as UI also passes the "ambient shadow" beneath max's body

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also to save you some trouble even after you manage to solve those minor issues ,someone with expertise in MaxEd2 should be able(if possible) to make anticulling mod to solve culling issues, otherwise i did a mod where i attached the lights to a mesh that is less likely to be culled , example=a wall, celling or ,floor(still not perfect).

sleek sequoia
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Interesting. I'll see if that fixes it. ๐Ÿคž

chilly beacon
stiff apex
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I was searching for such commands but didnt see one for that.

sleek sequoia
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Yup it was the crosshair tagged as UI that was causing it