• [Help] My eyes have shitty refraction
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[h2]never mind, I figured it out, was just a matter of incorrect .qc values[/h2] how it looks (highlights are all fucked) [IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/66dd0276.png[/IMG] how it should look (nice, round highlights) [IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/7ad6811a.png[/IMG] vmt (nearly the exact same as the demoman's default) [code]"EyeRefract" { "$Iris" "models/player/shared/eye-iris-brown" // Iris color in RGB with cornea noise in A "$AmbientOcclTexture" "models/player/shared/eye-extra" // Ambient occlusion in RGB, A unused "$Envmap" "models/player/shared/eye-reflection-cubemap-" // Reflection environment map "$CorneaTexture" "models/player/shared/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA "$lightwarptexture" "models/player/shared/eye_lightwarp" // This enables TF NPR lighting "$EyeballRadius" "0.7845" // Default 0.5 "$AmbientOcclColor" "[1.0 1.0 1.0]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.5" // Default 0.5 "$ParallaxStrength" "0" // Default 0.25 "$CorneaBumpStrength" "1.0" // Default 1.0 "$Glossiness" "0.5" // Default 1.0 (attenuates reflections..making the irises seem darker) "$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 "$SphereTexkillCombo" "0" // Default 1 - Enables killing pixels that don't ray-intersect the sphere // DX8 ps.1.1 fallbacks, original HL2 eyes "Eyes_dx8" { "$basetexture" "models/player/shared/dxlevel80/eyeball_r" "$iris" "models/player/shared/dxlevel80/iris_brown_r" } // Cloaking "$cloakPassEnabled" "1" "Proxies" { "spy_invis" { } } } [/code] averaging vertex normals to make a completely flat face did nothing.
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