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Require assistance with editing charaters in HL2
Hello, I'm currently hammering my way through the infamous "eyeball_r" error, with no sucess. I havn't been able to find myself a method that works, so thus I require assistance.
I am altering a downloaded Alyx skin, and this said skin is compatable with base HL2, however, I have yet to test it upon HL2, Ep1 or etc. (The decompiled file save me 2 .smd files, and a vta file)
I'm using Crowbar as a decompiling program, and Blender to alter the files, and I'm planning on using Crowbar to recompile, but eyeball_r.
Feel free to sugest programs for Compiling, that may be better than Crowbar or etc.
Anything to get rid of eyeball_r.
(I may no get back to you instantly, or maybe even within the week, however I'l test out all these things you have for me below, and see if they work.)
Thanks for your time.
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Showing 1-9 of 9 comments
Zappy 29 Mar, 2016 @ 6:59am 
Originally posted by Ninja Tuna:
the infamous "eyeball_r" error
...Which is what, exactly?
Tay 29 Mar, 2016 @ 8:44am 
Originally posted by Zappy:
Originally posted by Ninja Tuna:
the infamous "eyeball_r" error
...Which is what, exactly?
maybe he means the qc? I'm guessing it has to do wtih eye control like for example with SPLINKS models in SFM for fnaf, they have eyeball control.
Strider_Killer 29 Mar, 2016 @ 12:39pm 
Ok, I have some time now, the infomus eyeball_r and eyeball_l error is the error code I get when I attempt to compile my .qc and such, it states that there is not eyeball_r/eyeball_l texture on the model, but as I can see on Blender, it definatly is there. Do I need to change it, or is it something simple?
Zappy 29 Mar, 2016 @ 3:04pm 
Are you sure the eyes are actually assigned to eyeball_l/eyeball_r materials, and are you using the correct mesh for $Model?
Strider_Killer 29 Mar, 2016 @ 6:38pm 
Ok, the eye texture files, outside in another file header, is labeled eyeball_r and etc. I have decompiled and recompiled this model with sucess, but I'm doing this with Blender now. The issue is in blender.
I have no idea how to check if the correct meshes are for $Model or eyeball_r/eyeball_l are in the correct place, as I am a pure noob. May I have some directions for these topics, please?
However, I'm sure that atleast the meshes are inplace, unless the model was altered upon it's entrance to blender, as I'm using a decompiled model that works perfectly in HL2.
Zappy 30 Mar, 2016 @ 12:25am 
In Blender, right-click the mesh to select it, then on the right (where you export SMDs/VTAs/
/DMXes), scroll "down" in the horizontal list of icons, and click on the materials tab. It should be the second-most right thing, I think.
Here, there should be at least three materials, though depending on mesh some times four or more. One for the head, optionally one for the body, then one named exactly "eyeball_l" and another named exactly "eyeball_r".
Select the faces you want to be the left eye, click on "eyeball_l" in the materials list, then click the "Assign" button. Do the same for the right eye.

Note: If you decompiled with Crowbar, the problem might be that the materials have folder paths in front of "eyeball_l" and "eyeball_r". Right-click the material name (I think), then change it to just "eyeball_l", and do the same with "eyeball_r". If you have more problems, let me know.
Strider_Killer 30 Mar, 2016 @ 1:09pm 
Thanks, I'l give it a try.
Strider_Killer 30 Mar, 2016 @ 9:55pm 
Ok, the eyeball_l and eyeball_l files have been already set, so I'l go look for the folder paths infront of said files.
Zappy 31 Mar, 2016 @ 6:51am 
Originally posted by Ninja Tuna:
I'l go look for the folder paths infront of said files.
Not the files, the material names in Blender.
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Date Posted: 29 Mar, 2016 @ 2:01am
Posts: 9