Hi all! i was testing the eyes textures for my new model and i realized there was something strange in the eyes:
[IMG]http://i.imgur.com/CvCZMSS.jpg[/IMG]
[IMG]http://i.imgur.com/Az0BvPh.jpg[/IMG]
The eyes looks like if it were taken from a frikkin anime. How can i fix that?
I tried changing the eyes textures (also the .vmt), checking the .qc files and nothing!
I even changed the eyes models but it didn´t work.
I need some help with what is causing this!
[QUOTE=AdrianTheShep;43585622]The eyes looks like if it were taken from a frikkin anime.[/QUOTE]
Nope, even anime eyes look better than that. The mouth on the other hand . . .
[IMG]http://i.imgur.com/2kMHKen.jpg[/IMG]
Anyway, post your QC if you don't mind. As for eyes, do they use the "eyes" and "Eyeball" shaders?
Here´s the [B]QC[/B]:
[QUOTE]$cd "D:\3Ds max proyects\Decompiles\BF4 RU\Recon"
$modelname "AdrianTheShephard\BF4\RU\RGF_Recon.mdl"
$model "Body" "ref.smd" {
flexfile "Recon3.vta" {
flex "Left_Eyelid_Down" frame 1
flex "Right_Eyelid_Down" frame 2
flex "Left_Eyelid_Up" frame 3
flex "Right_Eyelid_Up" frame 4
flex "Left_Lowerlid_Up" frame 5
flex "Right_Lowerlid_Up" frame 6
flex "Noting" frame 7
}
// If you uncomment the following lines the eyes will be closed
// I'm including it anyway in case anyone wants to experiment
// eyelid upper_right "mdldecompiler_expressions.vta" lowerer 11 -1.000000 neutral 11 0.000000 raiser 11 1.000000 split 0.1 eyeball righteye
// eyelid lower_right "mdldecompiler_expressions.vta" lowerer 11 -1.000000 neutral 11 0.000000 raiser 11 1.000000 split 0.1 eyeball righteye
// If you uncomment the following lines the eyes will be closed
// I'm including it anyway in case anyone wants to experiment
// eyelid upper_left "mdldecompiler_expressions.vta" lowerer 11 -1.000000 neutral 11 0.000000 raiser 11 1.000000 split -0.1 eyeball lefteye
// eyelid lower_left "mdldecompiler_expressions.vta" lowerer 11 -1.000000 neutral 11 0.000000 raiser 11 1.000000 split -0.1 eyeball lefteye
mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000
flexcontroller phoneme Nothing "range" 0.000 1.000
flexcontroller phoneme Left_Eyelid_Down "range" 0.000 1.000
flexcontroller phoneme Right_Eyelid_Down "range" 0.000 1.000
flexcontroller phoneme Left_Eyelid_Up "range" 0.000 1.000
flexcontroller phoneme Right_Eyelid_Up "range" 0.000 1.000
flexcontroller phoneme Left_Lowerlid_Up "range" 0.000 1.000
flexcontroller phoneme Right_Lowerlid_Up "range" 0.000 1.000
flexcontroller phoneme Noting "range" 0.000 1.000
%Left_Eyelid_Down = Left_Eyelid_Down
%Right_Eyelid_Down = Right_Eyelid_Down
%Left_Eyelid_Up = Left_Eyelid_Up
%Right_Eyelid_Up = Right_Eyelid_Up
%Left_Lowerlid_Up = Left_Lowerlid_Up
%Right_Lowerlid_Up = Right_Lowerlid_Up
%Noting = Noting
}
$model "Eyes" "eye.smd" {
flexfile "Recon3.vta"
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
eyeball righteye ValveBiped.Bip01_Head1 -1.340 -3.650 67.180 eyeball_r 1.000 4.000 t_ru_recon_upperbody_d2 0.630
eyeball lefteye ValveBiped.Bip01_Head1 1.120 -3.690 67.150 eyeball_l 1.000 -4.000 t_ru_recon_upperbody_d2 0.630
}
$cdmaterials "AdriantheShephard\BF4\RU\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Pelvis" -8.120 -7.360 -7.080 8.530 8.430 5.440
$hbox 2 "ValveBiped.Bip01_Spine" -4.510 -3.730 -7.470 12.340 11.010 7.630
$hbox 2 "ValveBiped.Bip01_Spine1" -2.410 -4.880 -8.400 11.150 9.500 8.510
$hbox 2 "ValveBiped.Bip01_Spine4" -4.060 -1.420 -7.560 5.940 8.580 7.440
$hbox 2 "ValveBiped.Bip01_Neck1" -4.320 -5.720 -4.640 5.710 3.660 4.630
$hbox 1 "ValveBiped.Bip01_Head1" -3.680 -7.980 -4.630 9.290 3.190 4.460
$hbox 5 "ValveBiped.Bip01_R_Clavicle" 0.360 -5.850 -7.340 10.360 2.150 2.660
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -2.450 -4.230 -3.500 15.580 2.770 3.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -3.100 -2.820 -1.810 11.900 2.180 3.190
$hbox 5 "ValveBiped.Bip01_R_Hand" -2.920 -1.980 -2.660 5.180 2.040 2.870
$hbox 4 "ValveBiped.Bip01_L_Clavicle" 0.050 -6.390 -4.390 9.050 2.610 5.610
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -0.890 -3.840 -3.000 14.110 4.160 3.000
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.920 -2.530 -3.410 11.080 2.470 1.590
$hbox 4 "ValveBiped.Bip01_L_Hand" -2.260 -1.740 -2.870 5.190 1.990 2.680
$hbox 7 "ValveBiped.Bip01_R_Thigh" -3.000 -4.000 -4.500 17.000 6.000 4.500
$hbox 7 "ValveBiped.Bip01_R_Calf" -3.480 -3.500 -4.640 20.630 3.500 2.400
$hbox 7 "ValveBiped.Bip01_R_Foot" -3.390 -4.310 -4.390 9.420 4.590 1.050
$hbox 6 "ValveBiped.Bip01_L_Thigh" -1.000 -5.000 -4.000 19.000 5.000 4.000
$hbox 6 "ValveBiped.Bip01_L_Calf" -3.320 -3.500 -2.760 20.630 3.500 4.640
$hbox 6 "ValveBiped.Bip01_L_Foot" -4.370 -5.160 -1.690 9.420 4.620 4.380
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
$attachment "anim_attachment_head1" "ValveBiped.Bip01_Head1" 0.00 0.00 -0.00 rotate -90.00 -90.00 0.00
$attachment "forward" "ValveBiped.forward" 0.00 0.00 0.00 rotate 0.00 -0.00 0.00
$attachment "neck" "ValveBiped.Bip01_Neck1" 3.00 -4.00 -0.00 rotate -0.00 -90.00 -90.00
$includemodel "m_anm.mdl"
$includemodel "m_gst.mdl"
$includemodel "m_pst.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_ss.mdl"
$surfaceprop "flesh"
$eyeposition 0.000 -0.000 70.000
$illumposition -0.127 0.021 34.768
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {
$mass 90.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointconstrain "valvebiped.bip01_l_thigh" x limit -40.00 12.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -88.00 8.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -110.00 75.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit -1.00 1.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -12.00 145.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit -19.00 19.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -55.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" x limit -8.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 88.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -110.00 75.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit -1.00 1.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 145.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit -19.00 19.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -55.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_toe0" z limit -64.00 1.00 0.00
$jointconstrain "valvebiped.bip01_spine2" x limit -41.00 44.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -26.00 44.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" x limit -17.00 10.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -28.00 3.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -28.00 21.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -115.00 150.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -135.00 135.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -140.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" x limit -15.00 17.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -3.00 19.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 26.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -40.00 40.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -150.00 115.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -135.00 135.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -140.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -88.00 102.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -111.00 95.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -124.00 106.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -91.00 91.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -95.00 102.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -120.00 113.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -70.00 70.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -65.00 40.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_toe0" z limit -61.00 1.00 0.00
}
[/QUOTE]
and here´s the [B]VMT[/B] (left eye):
[QUOTE]"EyeRefract"
{
"$Iris" "tlsaudrl2548\BF3\RUSMP\eye-iris-blue" // Iris color in RGB with cornea noise in A
"$AmbientOcclTexture" "tlsaudrl2548\BF3\RUSMP\eye-extra" // Ambient occlusion in RGB, A unused
"$Envmap" "tlsaudrl2548\BF3\RUSMP\eye-reflection-cubemap-" // Reflection environment map
"$CorneaTexture" "tlsaudrl2548\BF3\RUSMP\eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA
"$alpha" "1"
// "$lightwarptexture" "tlsaudrl2548\BF3\RUSMP\eye_lightwarp" // This enables TF NPR lighting
"$EyeballRadius" "0.5" // Default 0.5
"$AmbientOcclColor" "[0.33 0.33 0.33]" // Default 0.33, 0.33, 0.33
"$Dilation" "0.5" // Default 0.5
"$Glossiness" "1" // Glossiness of eye (1 is default, 0 is not glossy at all)
"$ParallaxStrength" "0.25" // Default 0.25
"$CorneaBumpStrength" "1.0" // Default 1.0
"$halflambert" "1"
"$nodecal" "1"
// These effects are only available in ps.2.0b and later
"$RaytraceSphere" "1" // 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" "tlsaudrl2548\BF3\RUSMP\eyeball_l"
"$iris" "tlsaudrl2548\BF3\RUSMP\pupil_l"
}
}
[/QUOTE]
The right eye is just the same .vmt and map texture but with other name (for not use the same textures)
Make sure the attachments are correct.
Where is your eye Attachment in the qc??
[IMG]http://puu.sh/6pZdh.jpg[/IMG]
Example
[code]
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.00 -4.00 0.00 rotate -0 -80 -90
[/code]
Everything else seems fine
[QUOTE=cra0kalo;43589056]Make sure the attachments are correct.
Where is your eye Attachment in the qc??
[IMG]http://puu.sh/6pZdh.jpg[/IMG]
Example
[code]
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.00 -4.00 0.00 rotate -0 -80 -90
[/code]
Everything else seems fine[/QUOTE]
Since SourceSDK is broken, i couldn´t view it in the HLVM, but i could open it in the HLVM of the CSGO SDK.
You were right, the attachments were behind the head, so i fixed that.
However, it didn´t fixed the eyes texture problems.
I tried compiling only the eyes of the model: the first image is from the eyes taken from another model but adapted to the body, and the second is from the same eyes but not adapted to the model.
[IMG]http://i.imgur.com/wY96Q1N.jpg[/IMG]
[IMG]http://i.imgur.com/CAxP81X.jpg[/IMG]
Both .qc of the models have been adapted to the eyes.
I took so long to reply because I was doing tests to determinate if was something related to the .vmt, to the model or to the QC.
It looks like if it were the model AND the QC, but this error seems to have no sense for me.
@cra0kalo: thanks to what you posted [URL="http://facepunch.com/showthread.php?t=1250031&p=43599281#post43599281"]here[/URL], i found out that the y-axis values were wrong, so now is fixed :D.
[IMG]http://i.imgur.com/o6E1yyY.jpg[/IMG]
Thanks a lot!
[QUOTE=AdrianTheShep;43599339]@cra0kalo: thanks to what you posted [URL="http://facepunch.com/showthread.php?t=1250031&p=43599281#post43599281"]here[/URL], i found out that the y-axis values were wrong, so now is fixed :D.
[IMG]http://i.imgur.com/o6E1yyY.jpg[/IMG]
Thanks a lot![/QUOTE]
No problem :)
I too need help with eye textures. I know that eye textures (that much I know). Another thing is that my eye textures are part of the face textures (located in the face_diffuse texture). So my question is, do I just crop out the eyeballs and then paste it on the character? I also need to make the iris (I saw that while reading some forums). Help will be appreciated!
[QUOTE=Pinhead Larry;43633210]I too need help with eye textures. I know that eye textures (that much I know). Another thing is that my eye textures are part of the face textures (located in the face_diffuse texture). So my question is, do I just crop out the eyeballs and then paste it on the character? I also need to make the iris (I saw that while reading some forums). Help will be appreciated![/QUOTE]
Yes cut out the iris texture
Alright, I'll let you know if it works.
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