Fuck, I didn't realize there was a fix already. Stupid me. Wasting time here. :suicide:
[QUOTE=plasmid;29183425]the shader in the vmt is set up wrong once again,
use the pupil texture as the ambient and it should work
[code]example:
"EyeRefract"
{
"$iris" "models/characters/vanille/nude/eye"
"$AmbientOcclTexture" "models/characters/vanille/nude/pupil" // Ambient occlusion in RGB, A unused
"$Envmap" "Engine/eye-reflection-cubemap-" // Reflection environment map
"$CorneaTexture" "Engine/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA
"$EyeballRadius" "0.5"// Default 0.5
"$AmbientOcclColor" "[0.25 0.25 0.25]"// Default 0.33, 0.33, 0.33
"$Dilation" "0.5"// Default 0.5
"$ParallaxStrength" "0.30" // Default 0.25
"$CorneaBumpStrength" "0.5"// Default 1.0
"$halflambert" "1"
"$nodecal" "1"
// These effects are only available in ps.2.0b and later
"$RaytraceSphere" "0"// Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
"$SphereTexkillCombo" "0"// Default 1 - Enables killing pixels that don't ray-intersect the sphere
}
[/code]
this made it work with the ep2 shader and make eyes pose[/QUOTE]
this?
[QUOTE=plasmid;30998362]this?[/QUOTE]
Yep. Unfortunately, I can't rate myself dumb for not being able to see it, so you guys have to do it for me. So, thanks, Jackel, I appreciate your taking the initiative. :P
If someone would be so kind as to help me if they can. I dont have halflife ep2 or what have you, i tried the fixe for this but dont think it can work.
Is there a way to perhaps use a different models eye textures, maybe the vanille release thats clothed?
otherwise am i wrong in thinking that im missing ep2 files.
please someone let me know if theres something i can do,?
model works fine, obviously, just the eyes are fudged and i dont have ep2, so i dont think fix helps
[QUOTE=jm0n;32172702]If someone would be so kind as to help me if they can. I dont have halflife ep2 or what have you, i tried the fixe for this but dont think it can work.
Is there a way to perhaps use a different models eye textures, maybe the vanille release thats clothed?
otherwise am i wrong in thinking that im missing ep2 files.
please someone let me know if theres something i can do,?
model works fine, obviously, just the eyes are fudged and i dont have ep2, so i dont think fix helps[/QUOTE]
[url]http://www.garrysmod.org/downloads/?a=view&id=115471[/url] This might help.
And please for the love of god dont bump old threads just pm the op or someone.
P.S What the heck where u doing since November 2010?
[QUOTE=jm0n;32172702]If someone would be so kind as to help me if they can. I dont have halflife ep2 or what have you, i tried the fixe for this but dont think it can work.
Is there a way to perhaps use a different models eye textures, maybe the vanille release thats clothed?
otherwise am i wrong in thinking that im missing ep2 files.
please someone let me know if theres something i can do,?
model works fine, obviously, just the eyes are fudged and i dont have ep2, so i dont think fix helps[/QUOTE]
You can fix the eyes problem (I guess your problem is with the eyes) by copying and renaming the .vmt of the eyes on the clothed Vanille mod. However, for a strange reason, the eyes look REALLY small and they don't fit on the head really well. The solution is very simple: adding 0.1 to the $EyeballRadius value.
[CODE]"EyeRefract"
{
$Iris "models/characters\final fantasy XIII\vanille/eyeball"
$AmbientOcclTexture "models/characters\final fantasy XIII\vanille/eye-extra"
$CorneaTexture "models/characters\final fantasy XIII\vanille/eye-cornea"
$Envmap "models/characters\final fantasy XIII\vanille/eye-reflection-cubemap-"
$EyeballRadius 0.6 // Default 0.5
$AmbientOcclColor "[0.25 0.25 0.25]" // Default 0.33, 0.33, 0.33
$Dilation 0.5 // Default 0.5
$ParallaxStrength 0.25 // Default 0.25
$CorneaBumpStrength 0.5 // Default 1.0
$halflambert 1
$nodecal 1
$RaytraceSphere 1
$SphereTexkillCombo 1
"Eyes_dx8"
{
"$basetexture" "models/characters\final fantasy xiii\vanille\eyeball_base"
"$iris" "models/characters\final fantasy xiii\vanille\iris"
"$halflambert" 1
}[/CODE]
You must copy this in right_eye.vmt and left_eye.vmt on your vanille\nude folder. You know, open them with the notepad, and blablabla. The code is modified with the 0.6 eyeball radius. This has one problem, but, that will make your spawn icon look really ugly. You can modify the 0.6 with 0.5, launch GMod, generate the spawn icon and then, modify the archive with the 0.6 value and reboot GMod.
hmmm interesting, ill give it a try thx for the help
hi!!1 i am very interested on editing models in games.. is there any thread about the tutorial for newbie.. thnx
[QUOTE=joezkg;41189224]hi!!1 i am very interested on editing models in games.. is there any thread about the tutorial for newbie.. thnx[/QUOTE]
why would you bump a thread to ask this when the thread isn't about modeling?
[QUOTE=uaredead2020;41189428]why would you bump a thread to ask this when the thread isn't about modeling?[/QUOTE]
because i have already downloaded the file i thought is just easy as a copy paste procedure to show up this mods.. but there is a lot of way to do that,after all as i have search the web it seems like bottle neck procedure, but if there is a tutorial i think i can catch with it..
[QUOTE=joezkg;41189774]because i have already downloaded the file i thought is just easy as a copy paste procedure to show up this mods.. but there is a lot of way to do that,after all as i have search the web it seems like bottle neck procedure, but if there is a tutorial i think i can catch with it..[/QUOTE]
What is a bottle neck procedure
[QUOTE=joezkg;41189224]hi!!1 i am very interested on editing models in games.. is there any thread about the tutorial for newbie.. thnx[/QUOTE]
Get shanked.
well. i will find way to test it in Counter strike... thankss... sorry for this ...
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