i dunno about deflection. your regular scale is the slider range of the updown and leftright sliders. the common factor is the origin and the resulting viewcone. so… check your eyeball origins. you probably need a modelling program to get the corrrect coordinates out. to get a visual in hlmv you could/should use
$attachment eyes ValveBiped.Bip01_Head1 0.0 -2.933 65.180 absolute
$attachment lefteye ValveBiped.Bip01_Head1 1.300 -2.933 65.180 absolute
$attachment righteye ValveBiped.Bip01_Head1 -1.300 -2.933 65.180 absolute
those models (as some other styles of models) have nasty large eyes and weird angles. barely possible angles. this borders at the precision of the iris mapping. the acceptable range of movement of this humongous eyeballs seems to be this.
the blue spot the potential origin of this mapping and this very picture’s angle. i mean, both eyes seem to look at me. visually. this is what you gotta test in hlmv.
tho… you can and probably should try that with a more in the head origin and do the ‘fish eye’ parameter since it may ‘distort’ in a different way. the parameter is this.
“eyeball_super_l” 8 -4 “iris_unused” 8.58
but i’m not used to that sort of thing. so… it’s upto you.