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Front View[imgur.com]
Inside View[imgur.com]
The other eye is one I 'corrected' but ignores viewTarget and stares at the work camera.
Set everything back to before, but with parallax strength it looks like it did before; big black orb (I assume is the black iris)?
So using the settings from the last config you suggested (everything back to my OP attempt, except $ParallaxStrength to 0), WITH $Dilation set to 0, the blue iris separates from the black pupil, however there is no sclera (white part of eye).
However, one notable thing is that the black part of the eye is following the viewTarget, which I kept in the photo so you can see. So that's good!
Edit: Here's the current config, just so we're all on the same page
So all I can suggest to do is to edit the iris texture to be twice as wide and twice as tall, without actually making the textured part of it bigger (so the textured part fills the middle 50% of the texture's width and height), with the eye white stretched around the new edges. Then you can try setting $Dilation to 0.5 again afterwards.
Is there a VTF editor that would be ideal to editing it? I tried using GIMP to expand the canvas sides and leaving the textured part the same size, like this[imgur.com], and it ended up like this[imgur.com]. (noting that I centeed the texture using the offset, and that the rest of the texture is now a transparent area because there are no layers there)
I know I must've did something stupid, the color's completely gone and everything.
Edit: In fact, when I "undo" what I did in GIMP, and reexported to VTF, it's still 'broken' and looks tan and white. Only when I replace the eye_d.vtf with the original one from the Steam Workshop does it go back to being a blue iris.
Edit2: The reason my last attempt led to a strangely tan-colored iris I think was because gimp, even with the VTF plugin interpreted the colors incorrect or something, and when I exported back to VTF kept the new color values. But it doesn't change that with a larger .VTF file, it fixes eyeposing and such.
When I move $dilation back to 0.5, it turns back to a black orb. Any number higher than 0 for $parallaxstrength brings back the sclerea (whites of the eye) back but stops the eyeball from following viewTarget and just follows the workcamera.
Picture[imgur.com]
If there's anything else of note is that the original Iris from the model I'm trying to change is 512x512, and the eye_d iris of the working eyeRefrac tmodel that I'm trying to copy was ALSO 512x512 to begin with.
And the second thing of note that may be relevant is that the eyeball of the model I'm trying to change is a full sphere, while the working eyeRefract model I'm using has a hemisphere eyeball. Could it have something to do with that?
As for the rest of the stuff you're encountering, I don't really know; I'm not used to change an eye from the Eyes shader to EyeRefract without having the source files of the model available.
When you're talking about the soruce files, do you mean things like the .qc files + files before decompiling?
Before I came here, I tried decompiling it with Crowbar to try and understand how they made eyeRefract work, but there were errors when I tried recompiling it. Hmmmm. In any case, does anyone else in the Steam Community have any suggestions?
While SFM can do some slightly odd things if you try changing a material's shader mid session, it should reset when the program is restarted.
* Eyes has an odd bug when lights use constant or linear attenuation (which I use a lot), so I've had to update quite a few older models so that their eyes stop glowing!