Issue with model pupil texture

I’m kind of writing this on account of a friend. He made a custom model, got the eye flexes on it to work properly, but for some reason the pupil texture scales down and repeats itself on one of the eyes. He has tried changing the scale in the .qc file but it apparently does nothing. I have the code for the .qc and eyeball .vmts here, as well as some pictures to demonstrate the issue.


$cd "C:\Users\JON\Desktop\SteamMods\Xyro\Model\Boned_Version"
$modelname "xyrofinal_boned_expression2.mdl"

$cdmaterials "models\xyrofinal\"
$hboxset "default"
// Model uses material "chaos2_purpleemerald.vmt"
// Model uses material "chaos2_eye2232.vmt"
// Model uses material "chaos2_skeleton2.vmt"
// Model uses material "chaos2_brain.vmt"
// Model uses material "chaos2_bluemerald.vmt"
// Model uses material "chaos2_watercopia.vmt"
// Model uses material "chaos2_water.vmt"
// Model uses material "dientes.vmt"
$surfaceprop "water"
$illumposition 0.000 -0.486 40.852


$eyeposition 0 0 70


$attachment "eyes" "Bip001 Head" -7.69 -53.43 62.16 absolute
$attachment "mouth" "Bip001 Head" 0.80 -5.80 -0.15 rotate 0 -80 -90



$model filename_model "xyro_expression.smd" {



flexfile "smile.vta"
flex "smile" frame 10
flexcontroller "phoneme" "smile" "range" 0 1
%smile = smile

flexfile "blink.vta"
flex "blink" frame 10
flexcontroller "phoneme" "blink" "range" 0 1
%blink = blink


mouth 0 "mouth" "Bip001 Head" 0 1 0     // mouth illumination

eyeball righteye "Bip001 Head" 7.96 -54.11 62.16 "eyeball_r" 100.00 4 "pupil_r" 10.00
eyeball lefteye "Bip001 Head" -7.05 -54.11 62.16 "eyeball_l" 100.00 -4 "pupil_l" 10.00


}







$collisionmodel "phymodel_xyro_eyefix.smd" {

$concave
$mass 2.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}


[img_thumb]http://imageshack.us/a/img844/760/e665.png[/img_thumb] [img_thumb]http://imageshack.us/a/img194/8638/ckj9.png[/img_thumb]
[img_thumb]http://imageshack.us/a/img819/3857/gi1n.png[/img_thumb] [img_thumb]http://imageshack.us/a/img837/8421/3stj.png[/img_thumb]

Looks like a UV map scaling issue to me.

Put Clamp S and Clamp T on the VTF, that might do it.