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Blender Source Tools BleST
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8 November, 2013
Showing 1-10 of 14 entries
10
I really need help with eyes (SOLVED)
Originally posted by Zappy:
Firstly, change $SphereTexKillCombo to 0. I think it basically removes some of the eye rendering if the eye-"ball" doesn't intersect fully with the eye mesh.

Secondly, with such a huge negative Y value in the eye co-ordinates, shouldn't you be using $UpAxis -Y or something? If not, you definitely did something very wrong while getting the eye co-ordinates.

Thirdly, the eye attachments should generally match up with the eye definitions in $Model (except for X axis difference), which is best achieved while using the same co-ordinates as in $Model followed by "Absolute".
-...- $UpAxis Y $Model Spy "Head" { EyeBall RightEye "bip_head" -1.137032 78.352463 1.565768 "eyeball_r" 1.4 4 X .6 EyeBall LeftEye "bip_head" 1.137032 78.352463 1.565768 "eyeball_l" 1.4 -4 X .6 LocalVar %dummy_eyelid_flex FlexController Eyes Range -45 45 eyes_updown FlexController Eyes Range -45 45 eyes_rightleft } -...- $Attachment "eyes" "bip_head" 0 78.352463 1.565768 Absolute $Attachment "righteye" "bip_head" -1.137032 78.352463 1.565768 Absolute $Attachment "lefteye" "bip_head" 1.137032 78.352463 1.565768 Absolute -...-

Well, I changed:

eyeball eyeball_right "b_neck1" -1.35 -69.42 -4.66 "eyeball_r" 1.00 4 "iris_unused" 0.63 eyeball eyeball_left "b_neck1" 1.35 -69.42 -4.66 "eyeball_l" 1.00 -4 "iris_unused" 0.63


To:

eyeball righteye "b_neck1" -1.35 -4.66 69.42 "eyeball_r" 1.00 4 "iris_unused" 0.63 eyeball lefteye "b_neck1" 1.35 -4.66 69.42 "eyeball_l" 1.00 -4 "iris_unused" 0.63
Basically swapping the Y axis with the Z axis and ridding the minus, because the "69.42" is supposed to be on z axis, but some reason it doesn't appear there when I create the text after setting up in qc_eyes

The eyes now appear again, and I changed $SphereTexKillCombo from 1 to 0, but the eyes texture doesn't change, it looks weird and shiny: http://i.imgur.com/hjFyKs6.png The eyes are also looking "away" from me. even though I have the attachments set up correctly, if I use Absolute, the attachments seem to appear all the way below the model, instead of at the head.
Thought you might ask:

QC:
$modelname "frosty/spartaneris/Eris.mdl" $model "Eris_Spartan" "eris.smd" { eyeball eyeball_right "b_neck1" -1.35 -69.42 -4.66 "eyeball_r" 1.00 4 "iris_unused" 0.63 eyeball eyeball_left "b_neck1" 1.35 -69.42 -4.66 "eyeball_l" 1.00 -4 "iris_unused" 0.63 mouth 0 "mouth" "b_neck1" 0 1 0 flexfile "eris.vta" { defaultflex frame 0 flex "closeLidsR" frame 1 flex "closeLidsL" frame 2 flex "openLidsR" frame 3 flex "openLidsL" frame 4 flex "innerRaiseBrowR" frame 5 flex "innerRaiseBrowL" frame 6 flex "outerRaiseBrowR" frame 7 flex "outerRaiseBrowL" frame 8 flex "innerLowerBrowR" frame 9 flex "innerLowerBrowL" frame 10 flex "bridgeInner" frame 11 flex "noseSneer" frame 12 flex "smileR" frame 13 flex "smileL" frame 14 flex "frownR" frame 15 flex "frownL" frame 16 flex "openJaw" frame 17 flex "openUpperLip" frame 18 flex "openLowerLip" frame 19 flex "lipUpperPuckerR" frame 20 flex "lipUpperPuckerL" frame 21 flex "lipLowerPuckerR" frame 22 flex "lipLowerPuckerL" frame 23 } flexcontroller eyelid range 0 1 right_close_Lids flexcontroller eyelid range 0 1 left_close_Lids flexcontroller eyelid range 0 1 right_open_Lids flexcontroller eyelid range 0 1 left_open_Lids flexcontroller brow range 0 1 right_inner_Raise_Brow flexcontroller brow range 0 1 left_inner_Raise_Brow flexcontroller brow range 0 1 right_outer_Raise_Brow flexcontroller brow range 0 1 left_outer_Raise_Brow flexcontroller brow range 0 1 right_innerLowerBrow flexcontroller brow range 0 1 left_innerLowerBrow flexcontroller brow range 0 1 bridge_Inner flexcontroller nose range 0 1 nose_Sneer flexcontroller mouth range 0 1 right_smile flexcontroller mouth range 0 1 left_smile flexcontroller mouth range 0 1 right_frown flexcontroller mouth range 0 1 left_frown flexcontroller mouth range 0 1 open_Jaw flexcontroller mouth range 0 1 open_Upper_Lip flexcontroller mouth range 0 1 open_Lower_Lip flexcontroller mouth range 0 1 right_lip_Upper_Pucker flexcontroller mouth range 0 1 left_lip_Upper_Pucker flexcontroller mouth range 0 1 right_lip_Lower_Pucker flexcontroller mouth range 0 1 left_lip_Lower_Pucker flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft %closeLidsR = right_close_Lids %closeLidsL = left_close_Lids %openLidsR = right_open_Lids %openLidsL = left_open_Lids %innerRaiseBrowR = right_inner_Raise_Brow %innerRaiseBrowL = left_inner_Raise_Brow %outerRaiseBrowR = right_outer_Raise_Brow %outerRaiseBrowL = left_outer_Raise_Brow %innerLowerBrowR = right_innerLowerBrow %innerLowerBrowL left_innerLowerBrow %bridgeInner = bridge_Inner %noseSneer = nose_Sneer %smileR = right_smile %smileL = left_smile %frownR = right_frown %frownL = left_frown %openJaw = open_Jaw %openUpperLip = open_Upper_Lip %openLowerLip = open_Lower_Lip %lipUpperPuckerR = right_lip_Upper_Pucker %lipUpperPuckerL = left_lip_Upper_Pucker %lipLowerPuckerR = right_lip_Lower_Pucker %lipLowerPuckerL = left_lip_Lower_Pucker } $bodygroup "hair" { studio "eris_hair.smd" blank } $bodygroup "head_parts" { studio "eris_band.smd" blank } $cdmaterials "models/frosty/spartaneris" $cdmaterials "models/frosty/eris" $mostlyopaque $attachment "eyes" "b_neck1" -0.00 4.30 -3.00 rotate 80 90 0 $attachment "eyeball_right" "b_neck1" 1.30 4.50 -3.00 rotate 80 90 0 $attachment "eyeball_left" "b_neck1" -1.30 4.50 -3.00 rotate 80 90 0 $attachment "mouth" "b_neck1" -0.00 1.80 -4.00 rotate 80 90 0 $surfaceprop "default" $contents "solid" $eyeposition 0 0 70 $sequence "idle" "eris_anims\idle.smd" { fps 30 } $collisionjoints "eris_physics.smd" { $mass 80 $inertia 5 $damping 0.01 $rotdamping 1.5 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "b_l_thigh" x limit -66.00 97.00 0.00 $jointconstrain "b_l_thigh" y limit -46.00 46.00 0.00 $jointconstrain "b_l_thigh" z limit -48.00 21.00 0.00 $jointconstrain "b_l_calf" x limit -117.00 3.00 0.00 $jointconstrain "b_l_calf" y limit -21.00 21.00 0.00 $jointconstrain "b_l_calf" z limit -12.00 12.00 0.00 $jointconstrain "b_r_thigh" x limit -66.00 97.00 0.00 $jointconstrain "b_r_thigh" y limit -46.00 46.00 0.00 $jointconstrain "b_r_thigh" z limit -46.00 21.00 0.00 $jointconstrain "b_r_calf" x limit -117.00 3.00 0.00 $jointconstrain "b_r_calf" y limit -21.00 21.00 0.00 $jointconstrain "b_r_calf" z limit -12.00 12.00 0.00 $jointconstrain "b_r_foot" x limit -57.00 57.00 0.00 $jointconstrain "b_r_foot" y limit -23.00 23.00 0.00 $jointconstrain "b_r_foot" z limit -53.00 53.00 0.00 $jointconstrain "b_spine2" x limit -61.00 37.00 0.00 $jointconstrain "b_spine2" y limit -64.00 64.00 0.00 $jointconstrain "b_spine2" z limit -30.00 30.00 0.00 $jointconstrain "b_l_upperarm" x limit -68.00 68.00 0.00 $jointconstrain "b_l_upperarm" y limit -55.00 55.00 0.00 $jointconstrain "b_l_upperarm" z limit -37.00 46.00 0.00 $jointconstrain "b_r_upperarm" x limit -68.00 68.00 0.00 $jointconstrain "b_r_upperarm" y limit -55.00 55.00 0.00 $jointconstrain "b_r_upperarm" z limit -41.00 46.00 0.00 $jointconstrain "b_r_forearm" x limit -26.00 86.00 0.00 $jointconstrain "b_r_forearm" y limit -30.00 30.00 0.00 $jointconstrain "b_r_forearm" z limit -8.00 8.00 0.00 $jointconstrain "b_l_forearm" x limit -26.00 86.00 0.00 $jointconstrain "b_l_forearm" y limit -30.00 30.00 0.00 $jointconstrain "b_l_forearm" z limit -8.00 8.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" x limit -77.00 149.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" y limit -108.00 146.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -82.00 79.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" x limit -149.00 77.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" y limit -108.00 146.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -82.00 79.00 0.00 $jointconstrain "b_neck1" x limit -75.00 75.00 0.00 $jointconstrain "b_neck1" y limit -35.00 35.00 0.00 $jointconstrain "b_neck1" z limit -35.00 35.00 0.00 $jointconstrain "b_l_foot" x limit -57.00 57.00 0.00 $jointconstrain "b_l_foot" y limit -23.00 23.00 0.00 $jointconstrain "b_l_foot" z limit -53.00 53.00 0.00 }

VMT of one of the eyes:

"EyeRefract" { "$Iris" "models/frosty/eris/eyeball" "$AmbientOcclTexture" "models/frosty/eris/eyeball_ao" "$Envmap" "models/player/shared/eye-reflection-cubemap-" "$CorneaTexture" "models/player/shared/eye-cornea" "$lightwarptexture" "models/player/shared/eye_lightwarp" "$EyeballRadius" ".83" // Default 0.5 "$AmbientOcclColor" "[0.2 0.2 0.2]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.45" // Default 0.5 "$ParallaxStrength" "0.25" // Default 0.25 "$CorneaBumpStrength" "1" // Default 1.0 "$halflambert" "1" "$nodecal" "1" // These effects are only available in ps.2.0b and later "$ambientocclusion" "1" "$RaytraceSphere" "1" // 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 }

That's all.
Alright, (ye using Blender here) so I'm doing a custom model, I've used qc eyes to get it set up "correctly" and dealt with attachments so the attachements "eyes" are in the center of both right and left eyes...but what my problem is, after doing all that, and having correct eye texture and materials, everything is set up correctly, the eyes completely disappear when I compile and view in HLMV. No missing textures, I mean, they go invisible, leaving me with just the eye sockets. http://i.imgur.com/6V3apPB.png

If it helps, here's the bits of my QC (the parts concerning eyes only):

eyeball eyeball_right "b_neck1" -1.35 -69.42 -4.66 "eyeball_r" 1.00 4 "iris_unused" 0.63 eyeball eyeball_left "b_neck1" 1.35 -69.42 -4.66 "eyeball_l" 1.00 -4 "iris_unused" 0.63 flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft $attachment "eyes" "b_neck1" -0.00 4.30 -3.00 rotate 80 90 0 $attachment "eyeball_r" "b_neck1" 1.30 4.50 -3.00 rotate 80 90 0 $attachment "eyeball_l" "b_neck1" -1.30 4.50 -3.00 rotate 80 90 0 $attachment "mouth" "b_neck1" -0.00 1.80 -4.00 rotate 80 90 0 $eyeposition 0 0 70

(don't mind which bones I use, because the "b_neck1" bone is acting as the head bone, just couldn't call it "head") If I, however, use identical values that qc_eyes give me, for attachements, that is, the eyes appear, but the center of the eye deforms, and as if its sucking into a black hole in the center, along with that, the eyes look anywhere but at me, and are also strangely shiny.

Also, I copied vmt text from another "working" eye texture from another model, I need to know if the vmt has anything to do with the eyes being invisible? If so, how'd I go about fixing it?

Please, someone help!
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0
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0
Model Lighting Problem
Ok, so I have my model, I've made sure the normals are recalculated, but it looks different to other models of the same origin that have been recalculated. The lighting is wrong, even when its textured, the normals are just the way they are supposed to look in HLMV, no weird hollow look, but looking at the model when I recalculate again to make it look like those models stuff up the normals, even though it looks right in blender.

The sun point is in the front, and it only seems to affect the back of the model instead of front, (its head seems to be calculated fine) http://i.imgur.com/Das4Deb.png

And when its taken to the back, it does the opposite: http://i.imgur.com/cAyz2tu.png

http://i.imgur.com/gctxksD.png The head is normal.

Here's what it has to look like for the model not to be stuffed up: http://i.imgur.com/ofcvMnn.png

Here's a picture of another model from the same game, as the one I'm dealing with currently with normals working perfectly, it looks lighter: http://i.imgur.com/5lqva0o.png

Lastly, here's what i made it look like to look the same as the model above: http://i.imgur.com/1YzihDw.png

But in HLMV: http://i.imgur.com/fBmIs3d.png

It looks bad, and will be see-though hollow when the texture is there.


How can I fix this? Its obviously a normals problem, but I don't know what to do, what's wrong with it! Recalculating the normals from outside, inside, then flip normals doesn't do anything. Are all the normals extremely messed up or something? That doesn't make sense, considering its from the same game as I've gotten a bunch of other models like it from, and none of them except one and this has the problem.

Please help!

-Frosty
Showing 1-10 of 14 entries