Need help with eye textures

this is the second time I’ve seen this issue and i forgot how i fixed it last time if anybody knows whats happening here, i would appreciate somebody shedding some light on this issue.

here is a screenshot: http://imgur.com/CgZOYhh

also my .VMT file:
“EyeRefract”
{
“$Iris” “models
otamusician\burialatsea\eyeball_l”
“$AmbientOcclTexture” “models
otamusician\burialatsea\eye_ao”
“$Envmap” “models
otamusician\burialatsea\eye-reflection-cubemap-”
“$CorneaTexture” “models
otamusician\burialatsea\eye-cornea”

"$EyeballRadius" "0.5"				// Default 0.5
"$AmbientOcclColor" "[0.36 0.25 0.2]"	// Default 0.33, 0.33, 0.33
"$Dilation" "0.5"					// Default 0.5
"$ParallaxStrength" "0"          // Default 0.25
"$CorneaBumpStrength" "1"			// Default 1.0

"$halflambert" "1"
"$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" "1"			// Default 1 - Enables killing pixels that don't ray-intersect the sphere

}

from the look of things it seems the problem resides from the incorrect values present in your qc.



eyeball righteye "ValveBiped.Bip01_Head1" -1.359 -2.659 64.393 "eyeball_r" 1 3  "eye-iris-brown" 0.68
eyeball lefteye "ValveBiped.Bip01_Head1" 1.666 -2.762 64.397 "eyeball_l"  1 -3 "eye-iris-brown" 0.68


Check those XYZ values also the eye attachment



$attachment "eyes" "ValveBiped.Bip01_Head1" 3.96 -1.47 -0.10 rotate -0 -89 -90


that didn’t do it crap

post qc and the reference mesh

sure
here you go https://www.mediafire.com/?hvw5gyk425jsmyb (its a bit messy)

sorry need the reference smd too Elizabeth.smd

ok

https://www.mediafire.com/?i814c5i1xi914cv (the bones get f**ked up for some reason in the .smd)

[editline]28th November 2014[/editline]

i think its the .vmt file

when I change both things here to zero it fixes the eyes

“$RaytraceSphere” “0” // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
“$SphereTexkillCombo” “0” // Default 1 - Enables killing pixels that don’t ray-intersect the sphere

[editline]28th November 2014[/editline]

fixe it the model just needed to be recompiled

[editline]28th November 2014[/editline]

fixed it the model just needed to be exported again thanks!

fixed it the model just needed to be recompiled