Source Filmmaker

Source Filmmaker

Problem with QC eyes
Hey, I posted about this a while back in the Blender Source Tools group (regarding a different model) but got no response, so here we go again.

I'm getting nothing but white eyes when trying to add QC eyes to the model: https://imgur.com/gssFKSr

I haven't done anything beyond what's in the porting guide (https://steamcommunity.com/sharedfiles/filedetails/?id=245723825) and I've copy-pasted the eyeball VMTs straight from a TF2 model.

QC (eye code is a the top)
$CD "D:\Users\ME\Desktop\Vulpera Female\DMX" $modelname "avalonsfm\vulpera_female\vulpera_female.mdl" $eyeposition 0 0 70 $attachment "eyes" "bip_head" 0.00 -49.23 1.47 absolute $model "vulpera_female" "Faye_Body.dmx" { eyeball righteye "bip_head" -2.15 -49.23 1.47 "eyeball_R" 1.00 4 "unused" 0.63 eyeball lefteye "bip_head" 2.15 -49.23 1.47 "eyeball_L" 1.00 -4 "unused" 0.63 mouth 0 "mouth" "bip_head" 0 1 0 // mouth illumination flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft } $bodygroup "Earrings" { studio "Faye_Earrings1.dmx" studio "Faye_Earrings2.dmx" blank } $bodygroup "Ears" { studio "Faye_Ears1.dmx" studio "Faye_Ears2.dmx" studio "Faye_Ears3.dmx" studio "Faye_Ears4.dmx" blank } //$bodygroup "Eyes" //{ //studio "Faye_Eyes1.dmx" //studio "Faye_Eyes2.dmx" //studio "Faye_Eyes3.dmx" //studio "Faye_Eyes4.dmx" // blank //} $bodygroup "Bra" { studio "Faye_Bra.dmx" studio "Faye_Bra-pulled.dmx" blank } $bodygroup "Panties" { studio "Faye_Panties.dmx" studio "Faye_Panties-pulled.dmx" blank } $mostlyopaque $cdmaterials "models\avalonsfm\vulpera_female\" $texturegroup "Body" { {"female-vulpera-Skin.vmt"} {"female-vulpera-Skin-1.vmt"} {"female-vulpera-Skin-2.vmt"} {"female-vulpera-Skin-3.vmt"} {"female-vulpera-Skin-4.vmt"} {"female-vulpera-Skin-5.vmt"} {"female-vulpera-Skin-6.vmt"} {"female-vulpera-Skin-7.vmt"} {"female-vulpera-Skin-8.vmt"} } $sequence "idle" "Faye_Body.dmx" { fps 1 }

VMT:
"EyeRefract" { "$Iris" "models/player/shared/eye-iris-blue" // Iris color in RGB with cornea noise in A "$AmbientOcclTexture" "models/player/shared/eye-extra" // Ambient occlusion in RGB, A unused "$Envmap" "models/player/shared/eye-reflection-cubemap-" // Reflection environment map "$CorneaTexture" "models/player/shared/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA "$lightwarptexture" "models/player/shared/eye_lightwarp" // This enables TF NPR lighting "$EyeballRadius" "0.7" // Default 0.5 "$AmbientOcclColor" "[1.0 1.0 1.0]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.5" // Default 0.5 "$ParallaxStrength" "0.25" // Default 0.25 "$CorneaBumpStrength" "1.0" // 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" "0" // Default 1 - Enables killing pixels that don't ray-intersect the sphere // DX8 ps.1.1 fallbacks, original HL2 eyes "Eyes_dx8" { "$basetexture" "models/player/shared/dxlevel80/eyeball_l" "$iris" "models/player/shared/dxlevel80/iris_blue_l" } // Cloaking "$cloakPassEnabled" "1" "Proxies" { "spy_invis" { } } }
Last edited by GoblinCrusher; Nov 4, 2019 @ 10:41am
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Showing 1-6 of 6 comments
episoder Nov 4, 2019 @ 11:20am 
you gotta add another attachement. just a dummy actually. the eyes are glitchy when it's not present. you also gotta change the location of the eye attatchement and eyeball centers like so...

$attachment "eyes" "bip_head" 0.00 1.47 49.23 absolute ... eyeball righteye "bip_head" -2.15 1.47 49.23 "eyeball_R" 1.00 4 "unused" 0.63 eyeball lefteye "bip_head" 2.15 1.47 49.23 "eyeball_L" 1.00 -4 "unused" 0.63

... casue blender exports z-up. that means the z-direction is upwards.
GoblinCrusher Nov 5, 2019 @ 7:41am 
All right, the attachment point is fixed: https://imgur.com/Q8gCtlp

I compared before and after and in the before the attachment point was somewhere down by her feet and a bit in front, so that's definitely one problem solved :)

The eyes are still blank though, so there's still something wrong. For testing, I replaced one of the eyeball VMTs with a "simple" version I found in another forum thread, to no sucess (the pink eye).

I've also added an additional attachment point like you suggested, so the QC is written like this now:

$attachment "eyes" "bip_head" 0.00 1.47 49.23 absolute $attachment "mouth" "bip_head" 0.80 -5.80 -0.15 rotate 0 -80 -90 $model "vulpera_female" "Faye_Body.dmx" { eyeball righteye "bip_head" -2.15 1.47 49.23 "eyeball_R" 1.00 4 "unused" 0.63 eyeball lefteye "bip_head" 2.15 1.47 49.23 "eyeball_L" 1.00 -4 "unused" 0.63 mouth 0 "mouth" "bip_head" 0 1 0 // mouth illumination flexcontroller eyes range -45 45 eyes_updown flexcontroller eyes range -45 45 eyes_rightleft }

and the simple VMT:

eyes { $basetexture "models\avalonsfm\vulpera_female\pupil_ambient" $iris "models\avalonsfm\vulpera_female\pupil" }

Thanks for the response btw. Like I said, didn't get anything with my previous post, so I'm grateful for any assistance I can get.
GoblinCrusher Nov 5, 2019 @ 9:58am 
I also tried pushing the co-ordinates further back into the head with no discernable difference.
episoder Nov 5, 2019 @ 11:30am 
mmh. this should actually work now. the coordinates seem correct. are you certain the textures are in the correct place?

i got no better idea rn.
GoblinCrusher Nov 5, 2019 @ 1:12pm 
I tried adjusting the last three values on the eyeball command line, and I also replaced the "eyeball_L" VMT with one from a previous model where I've gotten the QC eyes working. No change.

Here's a video of what the eyes look like when rotating around the model in HLMV: https://uploadir.com/u/d2x1m57o
GoblinCrusher Nov 15, 2019 @ 3:35am 
Gonna bump this one more time, just in case.
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Date Posted: Nov 4, 2019 @ 10:40am
Posts: 6