#Max Payne: Remix
3369 messages Β· Page 4 of 4 (latest)
I think you just replied to a question meant for Kim, but thanks
If you find out what the texture hash is, you can "tag" it as anything, in the rtx.conf π
and if you click the texture/mesh and no menu appears and you cant see any ID on the thing π ?? something is messed up somewhere.Thats what im saying is the situation on these windows for example in the pic.
I don't use Toolkit. It needs more development before I see it being more productive than Composer. So no, I don't "ingest" anything at the moment. I prepare my textures, then I put them in a folder under gamereadyassets, then I make the necessary strings of code in the mod.usda file ^^
I asked because sometimes i do my thing on a texture (upscaling, touchups whatever) i paste it and it appears ingame, but for some textures they dont. I recheck that i pasted them in the right place (especialy by size, cause i upscale em) still. the original appears in game, and yet the upscaled is in the captures/textures folder.
talking specificaly about base/albedos , the rest of them appear(with rare exceptions with SOME normal maps...anyway thats rare and not really important)
That's not how you're supposed to replace materials with Remix, sorry bud. But you better read up on some documentations/tutorial videos for this.
yeah it happens sometimes π¦
it needs to go in the mods\gameReadyAssets folder
With the remix toolkit pathway the deps folder connects to the base textures folder so the game reads them(just not all of them/in my case with MP2). I know it used to go in GameReadyAssets when i worked in omniverse. But i couldnt set it up for the toolkit to work in gameReadyAssets
i dont know...if i "finish" this project as much as i can i will try the package option to see what happens
Wait what? Toolkit has a feature where you just place replacement textures in a folder and Remix replaces the vanilla ones on the fly? No editing the mod.usda file needed?
it doesnt work otherwise. but i cant guarantee it will work when its all packaged up. The whole project is created ...elsewhere(completely diffrent location than the game) and then they made it to use symlinks (that deps folder), you cant do et with to "old" method/gameReadyAssets, you cant put the mod.usda there. AFAIK
basicaly the deps is connected to the rtx-remix base folder in the game. so the textures should translate in the packaged remix mod.
@Ofek I've found the issue, it was probably not on your end. The most recent Remix files broke something in the demo, which I had prepared using a slightly older version. So I've patched it now. Go ahead and grab the hotfix on moddb sir π
Gloomy
As Kim said, those are lightmaps, and Remix doesn't get any useful info from them (they actually can confuse Remix quite a bit, so if you can disable them game side it'll save some perf)
I'm actually having a problem where replacement meshes would appear randomly for a brief moment in a new area or as the game renders it in sections or rooms. Very annoying
Sorryπ€£
Wait, dude doesn't know what a light map looks like?
I think this is the second time he's asked about ligtmaps now
Cool little piece of info, thanks Mark! I wonder why they're showing up on top of other textures like that, when the High preset is chosen for Detailed Textures, do you have any theory on why it happens?
It's quite possible the high preset is doing multiple draw calls for each surface, or is using pixel shaders that we can't handle correctly.
Mark, is it possible to interpret game character models as stable hashes some time in the future? Max Payne does Mesh skinning on the CPU instead of the GPU which makes animated characters have unique hash based on the animation frame. Is it something that can be fixed sometime in the future perhaps?
What would be the value of those meshes having a stable hash?
It's possible to configure the mesh hashing rules to not include vertex positions, which should result in stable mesh hashes for cpu animated meshes - though that would also change all your other mesh hashes and make them more likely to overlap.
But what would be the point? you wouldn't be able to animate the replacements, so the only use for that hash would be to replace an animated mesh with a static mesh.
well i was thinking of mesh replacements on the characters itself, but without the skeleton, bones and other related factors required to do such things is what worries me. Can i send you a video showcasing unstable hashes and that maybe you can look into them?
@radiant iris sounds like you don't get notifications for github issue comments, so I figured I'd ask here. regarding https://github.com/NVIDIAGameWorks/rtx-remix/issues/534
- did you try just using the default bindings for camera rotation?
IJKL - full list of key bind strings are here, if you want to try other keys: https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/util/util_keybind.h#L86
- the only reason I can think of for the settings to get wiped out on save is if you're still actually using an old runtime. Could you double check you're on the latest?
Hm.. Then it has to be the former, because this game doesn't use pixel shaders, bugger is from 2001 hehe π Well, is there anything that can be done about it? Remix settings wise, or in dxvk or bridge config settings? Or is it on engine level? Thanks for helping! π
I think someone added an option at some point to try to automatically identify and ignore lightmaps, so you may have some luck if you can find that? otherwise, just set them to be ignored
rtx.ignoreLastTextureStage
or add them to rtx.lightmapTextures, which I think ignores the texture without ignoring the full draw call
Hey, sorry about that. I do get notifications but not with sound and popup like with discord, so I didn't notice. I normally try visiting the issue section over there once every few days, because I noticed that replies come very delayed for the most part (except from you though) Pinging me here is a solid way of getting my attention!
I'll look for a way to setup notifications similarly to discord π
- 1: I didn't know there was default bindings sir, I looked in the config and it was blank. But now that you mention it, I do remember that we can uncheck "save to changed options only", press save, and then all default values gets written to the rtx.conf. No I didn't try the default ones, I'll do it right away!
- 2: Cool, I'll check it out!
- 3: Ok, now I see where the problem was. I tested this on the latest dxvk and bridge update, but I was unaware of the most recent Remix update, I was running 0.5.1 ... So sorry about that Mark!π€¦ββοΈ I probably missed that Remix core runtime was updated on August 8. I did notice the update notification on the discord server but it mentioned a completely different version " 2024.4.1!" which I assume was the new Toolkit version. The post didn't mention any 0.5.4 update for the Remix runtime. Thus I never bothered to look for an update. But it's strange sir, because I ran the Autoupdater by Rune and Kim. Isn't it supposed to grab the latest Remix core runtime files as well? So I'm a bit puzzled by this.
Nonetheless, your code for the pitch and jaw does indeed work! Just tested it after grabbing the 0.5.4 files. The only complaints I have is that rotation speed is too fast, and that left-right is inverted. Adjusting camera speed should change the factor for all camera movements, forward, backward, strafe left, strafe right. But if possible, I would like to adjust the pitch and jaw speeds separately. Because if we need a high speed for XYZ movements, but slow and precise pitch and jaw movements, right now that's not possible?
Understood! I'll try that switch and report back if it worked! But I really gotta hit the sack now sir, it's well past midnight here in Sweden hehe. Let's pick it up tomorrow!
Ah - I guess I should mention that we ping the github issue when the fixes get checked into the latest Action build on github, not when they get released into one of the versioned releases
interesting decision, but wouldn't you mind to use my map textures? i might will give them to you if you'll agree
I would but I'm trying to go for the original look. Since finding the original map looks different, I've assumed that Remedy too must have edited parts of the image.
(Image edited by Frisser β€οΈ)
and so i did go for original look too
i always try to do things close to original as far as i can
not a great thing to say, but letter font in mine is closer to original as original is clearly more bold text
Yeah, it's something I've noticed too. The font is helvetica
Also added a thin translucent glass since maps are like that in subways
That is good addition
Also I was testing that's why I duplicated the subway map. Will adjust with following revisions
Frisser did a good job, but here comes the noticable part where mine is closer to Original, the right panel is filled with up empty space, which i replicated, in your/Frisser image its changed
I've noticed these things too but, it's okay I will adjust these details myself as well
Rather make it so that it's just paper with no glass on top
And then put wrinkles on it
And then some shit
i don't think it is that way in reality, and neither supposed to be in a game itself
You can't put roughness on glass so it'll look really weird to have perfectly clean glass in the middle of a subway with shit smeared all over the walls
I literally just applied the translucent shader on this part, I have a dirty glass PBR set with opacity and all that shit prepared
This is the reference (too gross I know, but I'm going somewhere in the middle)
Huh
i fixed the problems you highlighted yesterday
no glass material this time, since i have to model the frame and stuff, put on some folded and wrinked paper normals and roughness maps
@radiant iris FYI - did another round of camera improvements for https://github.com/NVIDIAGameWorks/rtx-remix/issues/534.
Hi D10, the full version of the mod is still under development. But you can download a demo I made last year if you're eager for some raytraced bullet-time action! It doesn't represent the quality of the full version, but will give you a taste of what's possible with Remix π
Wonderful Mark! I will try these improvements right away π«‘
adding momentum / acceleration is a bit more involved than I wanted to tackle right now, but I think I got to everything else you brought up - and I also added a bit of UI to display the current key bindings
Alright
Thanks!
@glossy whale No probs mate, don't forget to download the hotfix as well
Ok, just done testing. Works wonderfully and as expected sir. Nice touch with the UI too, neat! Regarding the lazy buttons, it's not really something that's needed, just a bonus thing to smooth things out a little. Right now your camera additions do what they're supposed to, and does so well enough to be satisfactory! π 
Quickly reading through here and I gotta ask; did that culling problem ever get solved? I'm trying to capture most (if not the entirety) of roscoe street station and the anti culling stuff isn't working.
Sometimes replacements assets appear in other sections and they briefly pop up as black silhouettes. So anti-culling is turned off
i never tried to capture scene when anticulling was on
im not feeling that it might be usefull in that case
I love those tiles, they are stunning. Looks the original made real π
Tag these textures as decal texture under Game Tab -> textures. Or simply hover your cursor over it and right click to mark it as decal
I'll try now
it didn't help π¦
Or am I doing something wrong?
Hmm. It should work
What about that black bars, does it select them separately?
I'm gonna check on my game install in a few days as I'm currently out of town. normally decal textures like bullet decals or posters have these problems but you have to mark them appropriately. Try checking terrain texture maybe, very low chances it could work
Thanks for your help
Try Ignore alpha channel of texture, alpha blending doesn't really make sense in ray tracing and RTX Remix try to "convert" them with a hack
I tried this on old capture that no longer had "any" meshes, only the character and 1 random mesh, seems to update the same capture with refreshed meshes (retaining everything done before/applied lights/textures)
This is very important for me cause taking a new capture removes the base/albedo/diffuse texture(i upscale them from the base folder where they are captured)
How do I force preset J in Max Payne?
Inspector?
It doesn't seem to be working
Dunno then
#1289195427119501424 message
Here is your best bet, make "Forced RR Preset" J as well
Otherwise, i'm helpless
Where to add this in this file?
In same file where your Inspector file is, there should be "CustomSettingNames" text file, you should add it somewhere in between of codes right along with "Forced DLSS Preset" for example
Unfortunately this doesn't work
well, then i'm helpless
uhhh chat, does max payne do anything weird with moving files and stuff, it says my captures are capturing "bedroom, bedroom_01, bedroom_02" but uhh, they're not in the captures folder lol
I thought oh maybe I was seeing things, but I jump back in and the capture goes right to "bedroom_03" 
Latest runtime seems to be working normally here for Me. Currently it's saving them in Max Payne\e2driver\rtx-remix\captures
Ahhhhhhh e2driver folderrrr, there was an rtx-remix folder in the main directory haha I thought that was it - thanks! 
Yeah for some reason there's two. Which stikes me as strange really.Don't recall that being a issue before as I'm pretty certain the e2driver folder was always the proper folder to instal remix into.
edit:The same thing has occurred to my max payne 2 install lol weird.
I don't know a lot about rendering and allat, but this looks really unoptimized, especially for the time. They had all this rendered/loaded while just a wee tiny night dome is over the police car's in the beginning scene.

I guess I'm used to how valve does it, only render it if the player can see it and schedule it to load when we do see it, otherwise nah
we're cooked chat, the captured textures can't be upscaled, it just upscales a black image. Looks like when you go to the capture folder to view them, it's just empty. I've never seen that before, but it's all gotta be manually replaced 
It'd take an entire studio to redo the game, Half Life 2 RTX kinda studio gg's 
yeah that always has struck Me as a little strange. And while there is a significant amount of textures like this
They aren't empty though it seems...You can take those and run em through chainner or any other upscaler,they will upscale, generate normals, ect. only the diffuse will look "empty" but they apply fine and def upscale
example dds from maxpayne 2. table top from murder burger. ( its the same story with textures in max payne 2) and the 3 resulting images from chainner(diffuse,roughness, and normal)
just the diffuse that remains blank for whatever reason (it's above the roughness map lol)
TLDR: We ain't cooked yet
Isnt PappaSlask(and team) is making this mod? what happened?
He just went offline since October of 2024 and never came back
Entity knows something a little more than any of us on team, its something of Slask's problems, but for honor reason, Entity can't share info as
as he says, but even Entity doesn't know all to understand why Slask dissappeared
But as we lost a Leader, we pretty much lost a project, without Leader we can't finish project, no vision, no control and etc.
So i'm planning to share my textures to Entity for his MP Enhanced RTX
Unless someone wants to pick it up
Doubtebly
if the ue5 remakes of theese 2 games is real then rtx remix is kind of pointless i would rather play the remakes with all the features of destruction and path tracing is likely with remedy cuz alan wake 2 use it.
ue5

Max Payne: Remixed ( PappaSlask )
if anyone else begins working on this game separate from slask's work, make a new thread
The last time I played this, was a demo. Is the project continuing in any way?
the project leader went silent months ago, it seems to have halted
there were some other projects for this game though, they looked pretty impressive
#showcase message
#showcase message
Slask went silent since August, and without him, its barely possible to continue, i had to give all textures i did for MP:R to Entity for his MP Enhanced RTX
so no, its not continuing
I've been waiting for Remix 1.0.
Maybe its time I dive in.
I made this thread, so am I allowed to post any of my own work here?
yep
The task at hand is too time consuming
actually just to make sure things stay clear, i'd say to make a new thread. this one became Slask's and it'd be hard to separate the pins and stuff
hmm
well i guess not actually. nvm lol
all yours
it is paynefully slow
sorry, one last ping. let me know if/when you want the thread renamed for your content
I'll only ask if and when I do start posting anything.
Thank you.
Are you working on it?
That'd be so great, just a simple remix mod that's completely made for the WHOLE game
Personally haven't had the time, so was waiting for Remix 1.0
That includes accurately placed lights and materials
Materials is the hardest part
Exactly, but also yes mat is time consuming.
.
Anyone have issues with captures not obtaining material properties for level geometry?
Found out, the capture has invisible instances on top of the original, hiding those instances reveal material properties for correct instance
Was there ever a fix for light culling for this game? I don't want to adjust any lights yet cause they tend to flicker in and out with any changes made, assuming cause of multiple instances
Trying to get lighting down to set the mood, but when I go in game, there are many flickering instances based on camera position. I can't seem to find a way to make the light hashes stable.
Thanks to some feedback, I realize now that disabling game lights in dev menu does not disable remix lights.
@daring plinth
Any tips for creating emissive maps? Ie. The Ragnarock neon sign as an example
I tend to edit the upscaled diffuse texture in GIMP. I select by color, with selection criteria set to either saturation or the relevant color channel. I tinker with the sensitivity to get close to the data I want, then invert the selection and black out the rest of the image. I manually paint out any stray pixels that I don't want to be lit, and then apply a bit of Gaussian blur to the image to anti-alias and so the emissive area has a nice soft edge to suggest light bloom.
Perfect! I appreciate the information. I'll try this approach! Thank you.
Two caveats: 1) I tend to overuse emissives, to the chagrin of averyone here with more RTX experience than me. 2) I tend to find the most labor-intensive ways to do things. Making Emissive and some Metallic masks in GIMP isn't too bad, but don't be like me and go down the rabbit hole of manually making most of your Displacement Maps in GIMP unless you have way too much time on your hands!
Haha good to know. I appreciate it. I used to generate displacements via 3D > Bump Map in photoshop, but I know that's a legacy feature that does not work any longer. What do you use currently?
I've been doing things the most labor-intensive way: Manually lasso-selecting areas and either flood-filling with a grayscale value or applying a gradient for curved surfaces and things like grilles. Plus, a lot of tageted blurring to create sloped transitions. It's not the cleanest or easiest way to do things, but since so many of the textures I'm dealing with are grimy wall panels I find the manual way gives me better results than the AI tools (which tend to give exaggerated displacement values to surface discoloration and baked lighting). Here is one where I only wanted basically two levels, but Iet a bit of the diffuse to bleed through for texture. Then I created the normals with Materialize. I think I might go back and emphasize the panel edges a bit more, but this gives you a sense of a basic texture set I've done.
Okay! Those look great. I'll get Materialize. Used it back in the day. Thanks for the info.
If yiou decide to make manual depthmaps, my suggestion is to start with a 50% gray layer, and then make areas lighter or darker from there based on whether you want them to have positive or negative displacement. I just find it easier to keep track of my baselines that way, even though you lose a bit of depth resolution for textures that will be predominantly either positive or negative.
Some minor changes to elevators
I would probably remake the sign in blender, or re-ingest the original Ragnarok texture back into the emissive texture category
Sometimes it's just not worth reusing textures
oh, good idea. Yeah, sign may require redoing.
That makes sense. I'll see what I can come up with.
I am not a 3D artist, but I have a hobby in the form of photography and I can work with light sources. Therefore, I can join if there is a vacancy
I will note that in general I've found original game assets to be too low-res to be used in most instances (and am lucky enough to be working on a game with robust HD texture packs already in circulation) but emissive maps can often get away with being lower resolution than other textures.
Not too bad for AI PBR
What tool are u using?
PBRFusion
My main issue is that the POM seems a bit too strong and jaggy
The jaggy is solved by a bit of gaussian blur.For organic matter like these stones its good to blur et up
Good to know.
If you have photoshop you can use smart blur which gives more complexity to a texture(some parts are more blurry some remain kinda sharper/sharpish)
Max Payne: Remixed
Is there anyone that can help me with a logo? Please pm me as soon as possible
If anyone ruins into bugs with the newly released mod, please let me know here!
If you require additional assistance to install, you can reach out to me directly or here.
something wrong happened to my game... in some places there is no light
@wet tangle any solutions?
im using remix 1.1 btw
hit Alt + X > developer menu > Enhancements
Make sure only Enhanced Materials and Enhanced Models are checked
yes they are checked, but nothing changed
i tried to enable enhanced lighting but it causes some flickering stuff
Did you install the package file from Moddb or mirrored link (in the description)?
Make sure this is installed as it is required
https://www.moddb.com/mods/max-payne-remix/downloads/max-payne-remix-v01-required-package
ye i installed it to
remix is not included there am i right?
i installed remix by old instuctions by papaslasc
Make sure package folder in the zip goes to \Max Payne\e2driver\rtx-remix\mods\
Make sure rtx.conf is in \Max Payne\e2driver\
yes they are there
maybe bugs caused by my cracked version of the game cuz max payne unavailable in my country
but it worked fine maybe like 6 month before
Trying to see if I can reproduce the issue.
ok ty brother
Try using Remix 1.0.0. I havent tested with v1.1 as it was released yesterday.
https://github.com/NVIDIAGameWorks/rtx-remix/releases/download/remix-1.0.0/remix-1.0.0-release.zip
ok 1 second
nothing changes maybe i need to install it on clear version of the game i will try it
sent you a pm
Since i see red lightfixtures(plus no direct lights) means the runtime is not reading ANY info from the mod.
Check to proper placement of the files
we were dming with him and i think i fixed but not everything
this red stuf uhhh
so direct lights are read(from the mod.usda) but the emissive textures are disconected
(when a emissive tex is disconnected it defaults to generic red light)
noodle: unfortunately a last minute bug, I have to fix it
Ty for confirming this to be the case, I'll have to fix it
its marked as emissive for some reason
Max Payne: Remix
How did you fix this
also having this issue
New coat material and train model replaced
Has Max's hash finally become stable?
CPU skinned mesh, so no its not stable
I installed definitive fix from here: https://www.moddb.com/mods/max-payne-rtx-on-demo-level and it helped me
The Max Payne Definitive Fix is available on PCGamingWiki
it will look so cool with new particle system π
Fresh install, what am i doing wrong?
Did you place rtx.conf in the MaxPayne\e2driver\ folder?
What about the package.zip? Where is that placed?
Move the folder labeled MaxPayneRemix to
'\Max Payne\e2driver\rtx-remix\mods'
Okay so now the screen is just black on the menu. I can load the game up but its really dark
Make sure you do not have d3d8.dll and d3d8to9.dll in root directory. (They may be conflicting)
To test. Move d3d8to9.dll to another folder and relaunch.
Do you have "-dx7" in target launch options?
Make sure your game settings in launcher are max, with anti aliasing set to off.
Let me know, I may need to edit moddb instructions to be more clear since Definitive Fix includes two d3d8 option types
i moved it out but im still having the same issue
could having both d3d8 and d3d9 be an issue?
Okay so i got it to get to the menu screen. But as soon as i load into the story it crashes
got it to work! keep filitering at bilinear and it worked
now the only problem im having is i have no sound during the comics or cutscenes
Install OpenAL audio
Pretty old program required for max Payne
Also make sure the definitive fix is setup properly
It also fixes graphic novel sound issues
looks great! running very smooth with my 5070ti
Sweet! Glad it's now working for you!
Make sure you download the Definitive Fix linked in the mod instructions on Moddb summary.
Yeah, had it downloaded
Dont have any of it installed anymore cause I gave up after a few hours but I'll try again after work
Just make sure to follow the provided instructions on the Moddb page.
If there is any confusion on any of the steps, you are more than welcome to ping me.
@wet tangle i have this problem can you help me the fix this issue
Hmmm. What are current gfx settings set to?
ill sending wait
i using your rtx.conf
Can you post your Max Payne gfx settings from the game launcher?
ohh alr
That is strange though.
Do you have that issue everywhere? Or just certain camera angles?
yeah everywhere
reset user.conf and see if that helps?
i click the reset settings game just crashed
What does general tab look like?
1 sec
delete it from the main folder and then try launching the game if you must
okay
see if the remix loads the default config and if it looks okay
it became worse
i doubt the rtx.conf from the mod page has any problem like that. what card are you using again?
rx 6900 xt
i load again your rtx.conf
this look like
See where it says "resolution scale" below TAA-U? Turn that up to 1.0 and see if the edges change at all
it didnt work
does it appear in any other remix mod?
Yes, I tried the Max Payne 2 mod too, but it was the same downloaded I Portal RTX from Steam and there was no problem
Send screenshot of game setup tab from Remix menu
like this?
gross how do i recreate this please
which version of remix runtime are you using atm? as suggested in #general-remix you should try an older remix runtime release from here https://github.com/NVIDIAGameWorks/rtx-remix/releases
i using remix-1.2.4 version rn
should i try 1.1.0?
yes, if it doesn't work then keep trying them all
okay thanks for help ill trying
i didnt understant ya
if one of them works report back so i could keep a log of it for future reference
okay if it work i will let u know
How do I recreate the glitching in ur image
If you could recreate the issue, that would be helpful.
i delete the rtx.conf
and then it happen the issue
So u havenβt tried reinstalling the Game or deleting your shaders?
i treid reinstall game for the 5 time like but didnt try deleting shaders
Is rtx.conf from moddb in the correct folder from instructions?
Ya maybe u can try reinstalling shaders? I remember smth messed up with my hl2 rtx game where no matter what I did or verified it just wouldnβt launch so I installed new drivers which cleaned up the shaders and it launched fine
Check parameter tuning tab and look at the check boxes
Also I wanna get this outa the way how long have u had ur pc open for
@wet tangle @daring plinth hey man i tried remix-1.1.0 version it work no problem maybe 1 issue ghosting issue but i think this issue is related to upscaling issue
Is that with rtx.conf from moddb page?
no no
this problem
remix for the version
i tried older version of the remix
and issue fixed i still using ur rtx.conf
What version of Remix were you on before?
Latest remix-1.2.4
so current v1.2.4 causes problems but v1.1.0 is fine, hmm.
yeah
@wet tangle i think you should update the mod page to have this issue pointed out that AMD users will have to use version 1.1.0 of remix runtime as v1.2.4 causes artifacting
what res?
1080p
oof, yeah the remix mods in general aren't very kind to older rtx 20/30 or rx6000 or rx7000 series
i though my grapich card is stronger /:
DLSS is also not available for AMD and that helps with performance.
I get 30fps or so at 1440p on 3090 no DLSS
I'll update today
Enabled in options menu?
problem is the crosshair is a world space object, its not 2d per se
you not seeing the crosshair is because its being projected into the game far away with all the path tracing stuff applied, it just sucks
perhaps we could get a additional UI element to be placed in replacement for the original and have it removed from the rendering
i cant see this option remix mod menu
Not Remix, game options. Hit Esc
yeah
enabled
if i deactive rtx i see cross
but i active it the rtx i didnt see
also game playable i think
Ill have to see if there is a way to force it on.
okay alr
its possible if a .mpm file was made to add an additional UI element that's projected in screen-space, that will solve the problem entirely
or atleast that's one way to do it, if you load up a capture in toolkit you can see that the crosshair is actually a 3d object π
So... After i upgraded my PC.. I decided to start making my own Max Payne RTX Remix
π
@blissful moat there were more models made for the subway level so would that be added too? everything you've shown looks really nice π
Im also made a CS2 map that called Roscoe Street. So, a lot of models im already have. But need to adopt them.
I wish you all the best for your mod
Should i start my own thread or continue here?
i'd recommend your own thread with a new name
