[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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