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Also, why do you have two base textures, that are the same? Comment or delete that.
And not sure you need the $cd bit.
I have one VMT for each eye, and I'm a little confused on how to assign two different materials to the same VTF.
Edit: As for the part about two basetextures, I should probably remove that.
I looked, and the filenames are the same as the material names in Blender.
In addition to that, please hold Shift while right-clicking the left eye's VMT file in File Explorer, choose "Copy as path", and paste that in a comment here as well.
(the model's stuff is mainly at the bottom, and I should probably remove all those extra $noculs and $basetextures)
"C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials\models\Fire Emblem\Lissa\eye-L.vmt"
well the left eye works wonders now, but the right eye looks derpy. I wondered if the eyes would work better if I kept that material assigned to that eye but assigned the right eye to something else, and I still ended up with the same result that I've been getting.
The QC file is set up to take material "leye" of the model as the left eye, but the left eye's VMT file is called "eye-L" instead. There are multiple possibilities here...
- The model's left eye's material is not "leye", so the model's left eye's material doesn't match up with the material that you're trying to specify as the left eye in the QC file.
- The model's left eye's material is "leye", but the "leye" material file is set up incorrectly while you're trying to edit a (probably) completely unrelated "eye-L" material file.
- Something else, but I forgot it while writing the above. Which means that it was probably not important, and not as likely as the above options anyway.
You shouldn't put custom content into pre-existing folders in Source Filmmaker, especially not "usermod" as it's an "important" folder for Source Filmmaker. If you mess up something in there, it may be hard to fix (occasionally to the point of basically requiring Source Filmmaker to be re-installed), and even if you don't, you can still cause problems by doing that.
(It's excuseable to have maps and models in it when you're working on them, as map and model compilers will put them there if you specify "usermod" as the "game" to compile for. However, you should move them out of "usermod" when you're done working on them for the time being. There's definitely no excuse to put materials, textures, sounds, or the like in "usermod", though, considering that you have to manually choose where to save/export them.)
Instead, right-click Source Filmmaker in your Steam library (in the "Software" or "Installed" categories), and choose "Properties" > "Local Files" > "Browse Local Files...". This will open a File Explorer window in -/SourceFilmmaker/.
Now enter the "game" folder and make a new folder here, named whatever you want (for example "customstuff").
Inside of the folder that you just made (for example inside of -/SourceFilmmaker/game/customstuff/), make folders called "maps", "materials", "models", "particles", and/or "sound". These folders may hold custom content.
Once you've put custom content inside of those folders that you just made, right-click Source Filmmaker in your Steam library again, choose "Launch SDK", click "Edit Search Paths For Selected Mod", and enable the first custom folder that you made while following these instructions (for example "customstuff").
You may optionally move it around in the search path list, such as if it's supposed to override Team Fortress 2 content or such. If there's a file that exists within two different search paths, the top-most search path in the list will be the search path that the file will be loaded from.
I personally suggest having a separate such folder for each franchise or such (for example one for Super Mario stuff, one for Sonic the Hedgehog stuff, one for Overwatch stuff, et cetera). This way, you can mostly disable stuff that you're not currently using, which can be helpful if Source Filmmaker starts crashing due to indexing too many assets.
Creating a new mod does sound like a good idea, though.