#Max Payne: Remix

3369 messages Β· Page 4 of 4 (latest)

tulip prawn
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@radiant iris Also..do you ingest the edited/new textures or just paste em instead of the original?

radiant iris
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I think you just replied to a question meant for Kim, but thanks

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If you find out what the texture hash is, you can "tag" it as anything, in the rtx.conf πŸ˜‰

tulip prawn
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and if you click the texture/mesh and no menu appears and you cant see any ID on the thing πŸ™‚ ?? something is messed up somewhere.Thats what im saying is the situation on these windows for example in the pic.

radiant iris
tulip prawn
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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.

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talking specificaly about base/albedos , the rest of them appear(with rare exceptions with SOME normal maps...anyway thats rare and not really important)

radiant iris
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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.

safe pulsar
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yeah it happens sometimes 😦

safe pulsar
tulip prawn
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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

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i dont know...if i "finish" this project as much as i can i will try the package option to see what happens

radiant iris
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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?

tulip prawn
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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

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basicaly the deps is connected to the rtx-remix base folder in the game. so the textures should translate in the packaged remix mod.

radiant iris
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@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 πŸ™

daring plinth
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Gloomy

near shore
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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)

daring plinth
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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

daring plinth
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Wrong channel

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πŸ˜‚

clear tree
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Sorry🀣

arctic scroll
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Wait, dude doesn't know what a light map looks like?

rigid plinth
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I think this is the second time he's asked about ligtmaps now

radiant iris
near shore
daring plinth
near shore
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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.

daring plinth
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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?

near shore
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@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

  1. did you try just using the default bindings for camera rotation? IJKL
  2. 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
  3. 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?
radiant iris
near shore
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rtx.ignoreLastTextureStage

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or add them to rtx.lightmapTextures, which I think ignores the texture without ignoring the full draw call

radiant iris
# near shore <@190211679353700352> sounds like you don't get notifications for github issue c...

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 πŸ‘Œ

  • 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!πŸ€¦β€β™€οΈ 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?

radiant iris
near shore
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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

daring plinth
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2k texture maps for the subway

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might make some more changes later on

opal knot
daring plinth
opal knot
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and so i did go for original look too

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i always try to do things close to original as far as i can

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not a great thing to say, but letter font in mine is closer to original as original is clearly more bold text

daring plinth
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Yeah, it's something I've noticed too. The font is helvetica

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Also added a thin translucent glass since maps are like that in subways

opal knot
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That is good addition

daring plinth
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Also I was testing that's why I duplicated the subway map. Will adjust with following revisions

opal knot
daring plinth
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I've noticed these things too but, it's okay I will adjust these details myself as well

rigid plinth
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And then put wrinkles on it

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And then some shit

opal knot
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i don't think it is that way in reality, and neither supposed to be in a game itself

rigid plinth
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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

opal knot
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okay, let him do glass more dirty

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more unperfected in nutshel

daring plinth
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This is the reference (too gross I know, but I'm going somewhere in the middle)

rigid plinth
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huh

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neat

glossy whale
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am i able to install max payne remixed now

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like is it ready or

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probably not

daring plinth
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@opal knot

opal knot
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Huh

daring plinth
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i fixed the problems you highlighted yesterday

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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

near shore
radiant iris
# glossy whale am i able to install max payne remixed now

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 πŸ™‚

radiant iris
near shore
radiant iris
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@glossy whale No probs mate, don't forget to download the hotfix as well

radiant iris
restive tinsel
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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.

daring plinth
marble flame
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i never tried to capture scene when anticulling was on

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im not feeling that it might be usefull in that case

shrewd kernel
sullen imp
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Does anyone know how to fix this bug?

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This is the original version

daring plinth
sullen imp
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Or am I doing something wrong?

daring plinth
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Hmm. It should work

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What about that black bars, does it select them separately?

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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

sullen imp
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Thanks for your help

shrewd kernel
tulip prawn
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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)

light marlin
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How do I force preset J in Max Payne?

opal knot
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Inspector?

light marlin
opal knot
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Otherwise, i'm helpless

light marlin
opal knot
# light marlin 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

light marlin
opal knot
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well, then i'm helpless

lethal hull
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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

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I thought oh maybe I was seeing things, but I jump back in and the capture goes right to "bedroom_03" huh

cold nacelle
lethal hull
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Ahhhhhhh e2driver folderrrr, there was an rtx-remix folder in the main directory haha I thought that was it - thanks! pepespin

cold nacelle
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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.

lethal hull
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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.

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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

spiral wagon
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Which game is that

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Oh max payne

lethal hull
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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 kit_Voices

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It'd take an entire studio to redo the game, Half Life 2 RTX kinda studio gg's salute

cold nacelle
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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)

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just the diffuse that remains blank for whatever reason (it's above the roughness map lol)

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TLDR: We ain't cooked yet

tulip prawn
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Isnt PappaSlask(and team) is making this mod? what happened?

opal knot
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He just went offline since October of 2024 and never came back

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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

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as he says, but even Entity doesn't know all to understand why Slask dissappeared

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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.

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So i'm planning to share my textures to Entity for his MP Enhanced RTX

orchid tinsel
opal knot
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Doubtebly

sullen coyote
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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.

flint ember
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Ok?

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You do you

rigid plinth
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He... is clueless

rigid plinth
spiral wagon
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Eu5 troll

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"Its high fidelity tho"

safe pulsar
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Max Payne: Remixed ( PappaSlask )

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if anyone else begins working on this game separate from slask's work, make a new thread

vapid chasm
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The last time I played this, was a demo. Is the project continuing in any way?

safe pulsar
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the project leader went silent months ago, it seems to have halted

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there were some other projects for this game though, they looked pretty impressive

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#showcase message

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#showcase message

opal knot
wet tangle
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I've been waiting for Remix 1.0.

Maybe its time I dive in.

wet tangle
safe pulsar
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yep

daring plinth
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The task at hand is too time consuming

safe pulsar
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hmm

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well i guess not actually. nvm lol

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all yours

marble flame
safe pulsar
wet tangle
daring plinth
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That'd be so great, just a simple remix mod that's completely made for the WHOLE game

wet tangle
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Personally haven't had the time, so was waiting for Remix 1.0

daring plinth
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That includes accurately placed lights and materials

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Materials is the hardest part

wet tangle
rigid plinth
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.

wet tangle
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Anyone have issues with captures not obtaining material properties for level geometry?

wet tangle
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Found out, the capture has invisible instances on top of the original, hiding those instances reveal material properties for correct instance

wet tangle
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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

wet tangle
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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.

wet tangle
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@daring plinth

Any tips for creating emissive maps? Ie. The Ragnarock neon sign as an example

mental kestrel
# wet tangle <@759994782528307220> Any tips for creating emissive maps? Ie. The Ragnarock n...

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.

wet tangle
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Perfect! I appreciate the information. I'll try this approach! Thank you.

mental kestrel
# wet tangle 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!

wet tangle
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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?

mental kestrel
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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.

wet tangle
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Okay! Those look great. I'll get Materialize. Used it back in the day. Thanks for the info.

mental kestrel
# wet tangle Okay! Those look great. I'll get Materialize. Used it back in the day. Thanks fo...

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.

wet tangle
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Some minor changes to elevators

daring plinth
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Sometimes it's just not worth reusing textures

wet tangle
wet tangle
velvet flint
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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

mental kestrel
# daring plinth Sometimes it's just not worth reusing textures

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.

wet tangle
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Not too bad for AI PBR

severe panther
wet tangle
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PBRFusion

severe panther
tulip prawn
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The jaggy is solved by a bit of gaussian blur.For organic matter like these stones its good to blur et up

wet tangle
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Good to know.

tulip prawn
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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)

wet tangle
safe pulsar
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Max Payne: Remixed

wet tangle
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Is there anyone that can help me with a logo? Please pm me as soon as possible

wet tangle
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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.

sullen imp
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something wrong happened to my game... in some places there is no light

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@wet tangle any solutions?

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im using remix 1.1 btw

wet tangle
sullen imp
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yes they are checked, but nothing changed

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i tried to enable enhanced lighting but it causes some flickering stuff

wet tangle
sullen imp
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ye i installed it to

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remix is not included there am i right?

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i installed remix by old instuctions by papaslasc

wet tangle
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Make sure package folder in the zip goes to \Max Payne\e2driver\rtx-remix\mods\

Make sure rtx.conf is in \Max Payne\e2driver\

sullen imp
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maybe bugs caused by my cracked version of the game cuz max payne unavailable in my country

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but it worked fine maybe like 6 month before

wet tangle
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Trying to see if I can reproduce the issue.

sullen imp
wet tangle
sullen imp
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ok 1 second

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nothing changes maybe i need to install it on clear version of the game i will try it

wet tangle
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sent you a pm

tulip prawn
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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

sullen imp
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this red stuf uhhh

tulip prawn
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so direct lights are read(from the mod.usda) but the emissive textures are disconected

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(when a emissive tex is disconnected it defaults to generic red light)

sullen imp
wet tangle
daring plinth
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Max Payne: Remix

daring plinth
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some shots from the remix mod participating in the remix contest

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roscoe as well

balmy heart
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also having this issue

daring plinth
velvet flint
daring plinth
sullen imp
wet tangle
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The Max Payne Definitive Fix is available on PCGamingWiki

daring plinth
marble flame
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it will look so cool with new particle system πŸ˜„

daring plinth
grim portal
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Fresh install, what am i doing wrong?

wet tangle
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Did you place rtx.conf in the MaxPayne\e2driver\ folder?

grim portal
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yes

wet tangle
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What about the package.zip? Where is that placed?

grim portal
wet tangle
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Move the folder labeled MaxPayneRemix to

'\Max Payne\e2driver\rtx-remix\mods'

grim portal
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Okay so now the screen is just black on the menu. I can load the game up but its really dark

wet tangle
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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.

grim portal
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I do have -dx7 in my launch options too. ill try all the rest

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thanks for the help

wet tangle
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Let me know, I may need to edit moddb instructions to be more clear since Definitive Fix includes two d3d8 option types

grim portal
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i moved it out but im still having the same issue

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could having both d3d8 and d3d9 be an issue?

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Okay so i got it to get to the menu screen. But as soon as i load into the story it crashes

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got it to work! keep filitering at bilinear and it worked

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now the only problem im having is i have no sound during the comics or cutscenes

daring plinth
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Install OpenAL audio

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Pretty old program required for max Payne

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Also make sure the definitive fix is setup properly

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It also fixes graphic novel sound issues

grim portal
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this fixed it

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thank you!

grim portal
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looks great! running very smooth with my 5070ti

wet tangle
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Sweet! Glad it's now working for you!

wet tangle
balmy heart
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Dont have any of it installed anymore cause I gave up after a few hours but I'll try again after work

wet tangle
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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.

oblique ibex
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@wet tangle i have this problem can you help me the fix this issue

wet tangle
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Hmmm. What are current gfx settings set to?

oblique ibex
oblique ibex
wet tangle
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Can you post your Max Payne gfx settings from the game launcher?

wet tangle
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That is strange though.

Do you have that issue everywhere? Or just certain camera angles?

daring plinth
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reset user.conf and see if that helps?

oblique ibex
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i click the reset settings game just crashed

wet tangle
oblique ibex
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1 sec

daring plinth
daring plinth
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see if the remix loads the default config and if it looks okay

oblique ibex
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it became worse

daring plinth
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i doubt the rtx.conf from the mod page has any problem like that. what card are you using again?

oblique ibex
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this look like

wet tangle
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See where it says "resolution scale" below TAA-U? Turn that up to 1.0 and see if the edges change at all

oblique ibex
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it didnt work

daring plinth
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does it appear in any other remix mod?

oblique ibex
wet tangle
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Send screenshot of game setup tab from Remix menu

oblique ibex
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like this?

severe panther
daring plinth
oblique ibex
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should i try 1.1.0?

daring plinth
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yes, if it doesn't work then keep trying them all

oblique ibex
oblique ibex
daring plinth
oblique ibex
severe panther
wet tangle
oblique ibex
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and then it happen the issue

severe panther
oblique ibex
wet tangle
severe panther
wet tangle
severe panther
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Also I wanna get this outa the way how long have u had ur pc open for

oblique ibex
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@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

wet tangle
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Is that with rtx.conf from moddb page?

oblique ibex
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this problem

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remix for the version

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i tried older version of the remix

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and issue fixed i still using ur rtx.conf

wet tangle
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What version of Remix were you on before?

oblique ibex
daring plinth
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so current v1.2.4 causes problems but v1.1.0 is fine, hmm.

daring plinth
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@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

oblique ibex
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wow game 30fps :D

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i though i'd be play like a 55 60fps

daring plinth
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what res?

oblique ibex
daring plinth
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oof, yeah the remix mods in general aren't very kind to older rtx 20/30 or rx6000 or rx7000 series

oblique ibex
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i though my grapich card is stronger /:

wet tangle
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DLSS is also not available for AMD and that helps with performance.

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I get 30fps or so at 1440p on 3090 no DLSS

oblique ibex
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if avabile a fix?

wet tangle
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Enabled in options menu?

daring plinth
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problem is the crosshair is a world space object, its not 2d per se

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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

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perhaps we could get a additional UI element to be placed in replacement for the original and have it removed from the rendering

oblique ibex
wet tangle
oblique ibex
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enabled

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if i deactive rtx i see cross

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but i active it the rtx i didnt see

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also game playable i think

wet tangle
oblique ibex
daring plinth
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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 πŸ’€

blissful moat
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So... After i upgraded my PC.. I decided to start making my own Max Payne RTX Remix

daring plinth
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πŸ‘€

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@blissful moat there were more models made for the subway level so would that be added too? everything you've shown looks really nice πŸ‘

blissful moat
daring plinth
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I wish you all the best for your mod

blissful moat
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Should i start my own thread or continue here?

safe pulsar
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i'd recommend your own thread with a new name