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(Yes, I have seen this particular mistake before)
if you made that mistake and used no alpha channel (default white) for the cheap eyes as full iris ball you should add the alpha aka layer mask or whatever, set it to black and save as rgba or dxt5 texture. that should do the trick.
I can confirm that the eye's diffuse texture alpha layer is completely black where the iris is.
you gotta decompile it (using the crowbar) add a bunch of commands to the qc (like this with the correct eyeball coordinates for your model...
To elaborate, what particular strings need the new coordinates of the model?
if not you can upload the head smd and i can get those real quick. huh
{LINK REMOVED}https://www.mediafire.com/file/i3zz64ztirz96bo/decompiled_model.7z/file
(or the forum could just not let me provide a link at all)