Ragdoll Eye Tunnel of Duplicating Textures?

As you can see in the GIF the eye textures aren’t just a standard off-texture, and I’m not used to dealing with eyes, nor can I find any other people having the same issue.

I don’t even know where to start fixing this, so I’ll post a bunch of the code to see if anyone can help.

QC for my new model.



$ModelName "vasey\volk_kurt.mdl"


$attachment "eyes" "ValveBiped.Bip01_Head1" -0.29 -68.25 68.28 absolute
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.80 -5.80 -0.15 rotate 0 -80 -90


$model volk_kurt "volk_kurt_reference.smd" {	
	eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.60 -68.25 68.28 "gambler_eyeball_r" 1 4 "iris_unused" 0.63
	eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.02 -68.25 68.28 "gambler_eyeball_l" 1 -4 "iris_unused" 0.63
}


QC for the model I took the head and eyes from for my own.



$Model "burnedman" "joshua_graham_reference.smd" {


	eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.263018 -3.304997 67.347989 "gambler_eyeball_r" 1 4 "iris_unused" 0.55
	eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.283982 -3.304997 67.347990 "gambler_eyeball_l" 1 -4 "iris_unused" 0.55


	flexfile "joshua_graham.vta" 
	{
		defaultflex frame 0
		flex "right_lid_closer" frame 1
		flex "left_lid_closer" frame 2
		flex "blink" frame 3
	}


	flexcontroller phoneme range 0 1 blank
	flexcontroller phoneme range 0 1 right_lid_closer
	flexcontroller phoneme range 0 1 left_lid_closer
	flexcontroller phoneme range 0 1 blink
	flexcontroller phoneme range 0 1 blank


	localvar blank
	%blank = blank
	%right_lid_closer = right_lid_closer
	%left_lid_closer = left_lid_closer
	%blink = blink
	%blank = blank
}


Crowbar compile log.



Compiling with Crowbar 0.29.0.0: "C:\Users\Vasey\Desktop\Modding\Volks
ewvolks\volk_kurt.qc" ...


  Compiling ".\volk_kurt.qc" ...
    qdir:    "c:\users\vasey\desktop\modding\volks
ewvolks\"
    gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\"
    g_path:  "volk_kurt.qc"
    Building binary model files...
    Working on "volk_kurt.qc"
    SMD MODEL volk_kurt_reference.smd
    SMD MODEL volk_kurt_helmet_reference.smd
    SMD MODEL volk_kurt_gasmask_reference.smd
    SMD MODEL volk_pouches_reference.smd
    SMD MODEL volk_gear_reference.smd
    SMD MODEL volk_pda_reference.smd
    SMD MODEL volk_armour_reference.smd
    SMD MODEL volk_male_anims\ragdoll.smd
    SMD MODEL volk_male_physics.smd
    Processing jointed collision model
    ValveBiped.Bip01_Pelvis  ( 29 verts, 1 convex elements) volume: 945.67
    ValveBiped.Bip01_L_Thigh ( 26 verts, 1 convex elements) volume: 756.60
    ValveBiped.Bip01_L_Calf  ( 28 verts, 1 convex elements) volume: 367.68
    ValveBiped.Bip01_L_Foot  ( 12 verts, 1 convex elements) volume: 176.60
    ValveBiped.Bip01_R_Thigh ( 26 verts, 1 convex elements) volume: 756.52
    ValveBiped.Bip01_R_Calf  ( 28 verts, 1 convex elements) volume: 367.72
    ValveBiped.Bip01_R_Foot  ( 12 verts, 1 convex elements) volume: 176.60
    ValveBiped.Bip01_Spine2  ( 40 verts, 1 convex elements) volume: 1803.85
    ValveBiped.Bip01_Head1   ( 97 verts, 1 convex elements) volume: 382.85
    ValveBiped.Bip01_L_UpperArm ( 23 verts, 1 convex elements) volume: 254.83
    ValveBiped.Bip01_L_Forearm ( 26 verts, 1 convex elements) volume: 131.80
    ValveBiped.Bip01_L_Hand  ( 15 verts, 1 convex elements) volume: 79.83
    ValveBiped.Bip01_R_UpperArm ( 23 verts, 1 convex elements) volume: 258.75
    ValveBiped.Bip01_R_Forearm ( 26 verts, 1 convex elements) volume: 129.50
    ValveBiped.Bip01_R_Hand  ( 15 verts, 1 convex elements) volume: 75.64
    Collision model completed.
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/vasey\volk_kurt.mdl:
    bones        14860 bytes (49)
       animation       x       y       ips    angle
        @ragdoll    0.00    0.00 :    0.00 (  90.00) 3.3
    animations    1240 bytes (1 anims) (101 frames) [0:03]
    sequences      412 bytes (1 seq) 
    ik/pose       2276 bytes
    eyeballs       344 bytes (2 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    eyeballs         0 bytes (0 eyeballs)
    flexes           0 bytes (0 flexes)
    textures      1284 bytes
    keyvalues        0 bytes
    bone transforms     6728 bytes
    bone flex driver       0 bytes
    Collision model volume 6664.44 in^3
    collision        0 bytes
    total        31808
    ---------------------
    writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/vasey\volk_kurt.vvd:
    vertices    175824 bytes (3663 vertices)
    vertices     12144 bytes (253 vertices)
    vertices     53808 bytes (1121 vertices)
    vertices      3648 bytes (76 vertices)
    vertices     52464 bytes (1093 vertices)
    vertices      9408 bytes (196 vertices)
    vertices     68304 bytes (1423 vertices)
    tangents     58608 bytes (3663 vertices)
    tangents      4048 bytes (253 vertices)
    tangents     17936 bytes (1121 vertices)
    tangents      1216 bytes (76 vertices)
    tangents     17488 bytes (1093 vertices)
    tangents      3136 bytes (196 vertices)
    tangents     22768 bytes (1423 vertices)
    total       500864 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/vasey\volk_kurt.sw.vtx":
    body parts:        48 bytes
    models:           240 bytes
    model LODs:       144 bytes
    meshes:           171 bytes
    strip groups:     475 bytes
    strips:           513 bytes
    verts:          70425 bytes
    indices:        73320 bytes
    bone changes:       8 bytes
    everything:    145236 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/vasey\volk_kurt.dx80.vtx":
    body parts:        48 bytes
    models:           240 bytes
    model LODs:       144 bytes
    meshes:           171 bytes
    strip groups:     475 bytes
    strips:           594 bytes
    verts:          71784 bytes
    indices:        73320 bytes
    bone changes:     728 bytes
    everything:    147396 bytes
    ---------------------
    Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/vasey\volk_kurt.dx90.vtx":
    body parts:        48 bytes
    models:           240 bytes
    model LODs:       144 bytes
    meshes:           171 bytes
    strip groups:     475 bytes
    strips:           513 bytes
    verts:          70425 bytes
    indices:        73320 bytes
    bone changes:     568 bytes
    everything:    145796 bytes
    
    Completed "volk_kurt.qc"
  ... Compiling ".\volk_kurt.qc" finished. Check above for any errors.


... Compiling with Crowbar 0.29.0.0: "C:\Users\Vasey\Desktop\Modding\Volks
ewvolks\volk_kurt.qc" finished.


The eye texture in my modelling program also says the eye textures are the VMTs. All I did to the head was move it into position so the original model creator set them to that, I’m unsure if that’s the norm.
Here’s the left eye VMT.



EyeRefract
{
	"$Iris" 				"models\bloocobalt\fo\characters\gambler_eyes" 
	"$AmbientOcclTexture" 	"models\bloocobalt\fo\characters\gambler_eye_ao" 
	"$Envmap" 				"models\bloocobalt\fo\characters\eye-reflection-cubemap-" 
	"$CorneaTexture "		"models\bloocobalt\fo\characters\eye-cornea" 
	
	"$EyeballRadius" "0.5" 
	"$AmbientOcclColor" "[.6 .4 .3]" 
	"$Dilation" ".6" 
	"$ParallaxStrength" "0.25" 
	"$CorneaBumpStrength" ".5" 
	
	"$halflambert" 1
	"$nodecal" 1
	"$ambientocclusion" 1


	"$RaytraceSphere" 1 
	"$SphereTexkillCombo" 0 
}


I don’t mean to spam the code, just want to make sure anyone looking to help has everything they need.

Anyone know what my issue is?

I am sincerely hoping your model’s eyes aren’t actually -68 units off in the Y-axis.

They should be around +/-4 units of the origin on the Y-axis, generally.

Looking at the huge difference between mine and the other QC there does seem to be something odd there.

I’m going off of this tutorial.

That’s how I got the number for the Y axis.

I’m hovering my mouse over the red selected vertex in the middle of the eye, and you can see the Y-axis is reading as the 68 whatevers. Am I doing that wrong?

[editline]31st August 2016[/editline]

I’m not sure fi you actually meant the Z-axis but yes that z-axis was wayyy off I have no idea why I had it in the 60s, will correct and post back with an update.

[editline]31st August 2016[/editline]

Ok yeah that fixed the major problem, thanks for pointing that out, but there’s still some weird thing that’s seemed to hang around.

There’s this weird double layer thing going on.