DigitalEro Offline

problem with eye textures

Tue, 14 May 2013 18:39:42

Turbotom

finally got eyes to work with sfm...but now the textures look like this I tried resizing the eye texture...but it didnt work. I think it's because lilith's eyes are so big...but I don't know how to make the texture fill up the whole eyeball. any ideas? Thanks.
Tue, 14 May 2013 19:31:11

Anonymous

I think this is a texture issues Is it your .vmt look like this?
"eyes" { "$basetexture" "models\YOUR_TEXTURE_FOLDER/eyeball_l" "$iris" "models\YOUR_TEXTURE_FOLDER/pupil_l" "$halflambert" 1 "$nodecal" 1 }
If not change it like that and see if that fix the problem (i think so).
Tue, 14 May 2013 19:44:35

Selph80

Is this your own model or your own port? If so, you might want to look at the value I made red in your qc file (your values will differ, but it will probably have the same setup): eyeball righteye "ValveBiped.Bip01_Head" -1.37 -4.23 64.12 "eyeball_r" 1.00 1.5 "pupil_r" 0.8 for both eyes of course. That value basically scales the eye texture. Setting it higher will stretch out the texture if I'm correct (I had some issues with it as well at some point).
Tue, 14 May 2013 22:07:35

Turbotom

Thanks guys. I clamped the vtfs...repositioned the eyes with the 3ds coordinates. Everything is working now except I can't get her to look to her right? UPKs from borderlands are turned facing right in 3ds by default for some reason...and I cant export into sfm facing the front without the bones rotating out of the mesh...ugh. But yeah everything is working except she can't look to her right. Is there any qc tweaks I can do to fix this?