[WOTC] Max Payne Weapon Skins (v2.0)

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Author: Max

Last revision: 9 Jun at 07:34 UTC (1)

File size: 59.3 MB

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Description:

A collection of confiscated weapons formerly belonging to an NYPD detective, after he went berserk and erased a large swath of New York’s criminal underworld single-handedly.

From his hands, to the police, to the feds, to ADVENT, and now to us. They were sitting around gathering dust in some dark corner of an ADVENT supply room, guess they figured nobody would care to come looking for them.

They’re very worn and torn, but it’s nothing a few spare parts and some elbow grease couldn’t fix. Still, i’d be cautious – a lot of these weapons were already old even back in the 2000s.

While these might not be on-par with the newer weapon models we have, the morale boost from using such infamous history pieces might just be a worthy trade-off, the troops seem to get a kick out of using these more than anyone else.


11 weapon skins / ghost templates of all shapes and sizes running on Template Master.

Use XSkin, toggle the Owned filter off, apply it over whichever weapons you want. You can also do cross-category skinning by turning the Category filter off, which should work fine for most weapons.

If you wish to do manual config work instead, you can also use Template Master itself or Weapon Skin Replacer to set up something.


WEAPON SKINS:
Pistol

Beretta 92FS (MaxBeretta)
Desert Eagle (MaxDeagle)
Sawed-off Shotgun (Pistol) (MaxSawnPistol)

Autopistol

MAC-10 (MaxIngram)

Rifle

AK-47 (MaxAK)
M4 Commando (MaxColt)
MP5 (MaxMP5)

Shotgun

Model 870 (MaxSpas (ignore the internal name, the folding stock tricked my brain into naming it that years ago))
Sawed-off Shotgun (MaxSawn (yes i know the names are slightly mis-matched))
Striker (MaxStriker)

Sniper Rifle

Dragunov (MaxSVD)
Steyr SSG (MaxSteyr)

The names in parenthesis represent that weapon’s internal template name, which’ll be relevant to you if working with config files that require use of the weapons’ template names.

All of them come with their own SFX, attachment support, and pseudo-PBR remastered materials.

I say "pseudo-PBR" since all i really did was generate some roughness maps from the DIFs with an upscaler, did some editing touch-ups to them, and generated some NRM textures with GIMP also using the DIFs. A bit bootleg, but they look much better.

The Steyr SSG supports E3245’s Rifle Grip Fix.


KNOWN ISSUES:

— N/A.


CHANGELOG:
v2.0 (6/8/2026)

— Re-made the mod completely.
— Pseudo-PBR remastering of all weapon materials.
— Upscaled most textures from 512×512 to 1024×1024.
— *New attachments made from XCOM 2 parts + what the MP guns already had.
— New attachment UI.
— Weapon ejection ports now face the correct direction.
— Some weapons now have animated parts.
— Added flashlights to most primaries.
— SFX now correctly fades in volume based on camera distance.
— New descriptions for every weapon (though you can’t see them if using XSkin).
— **Finally corrected the Model 870 being mis-identified as a SPAS-12.
— Removed the Jackhammer. It was so low-quality i didn’t see a reason to keep it.

*Apologies to anyone who liked the old attachments, taken from the Resistance Firearms mod, but thing is… i never asked for permission to use those models, i just kinda yoinked them without asking as i had much less of an idea of what i was doing 5+ years ago.

**I saw the folding stock and my monkey brain instantly thought "oh, must be a spas :^)" without ever bothering to fact-check itself until 5+ years later.


CREDITS:

Banshee64 – Assets were extracted using their Max Payne 2 Weapons GMod add-on.

Iridar – Creator of the 3-shot firing animation used for the Striker and Jackhammer.

Remedy – Creators of Max Payne 2 and all of the base weapon assets used in this mod, as well as the SFX.

All copyrighted content belongs to their respective author(s) / owner(s), all rights are reserved for them.

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Revisions:

Old revisions of this mod are available below. Click the link to download.