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Also, what orientation does the eye attachment have? (That's very important.)
QC:
VMT of one of the eyes:
That's all.
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".
Well, I changed:
To:
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.
Should they be half spheres? Another model that uses the exact same eye vmt has half sphere eyes, but the eyes on that model are bigger than normal HL2 eyes. And the eyes on my model would be around HL2 size. If that helps.
That killed two birds with one stone! Just needs a little fine tuning so it will look a little better. I think I understand why valve may have used spheres when getting the eye coordinates, some how, they get the center of the sphere coords, and that's where the attachments and in the $model should be at the center, like it shows in the picture while QC eyes is open.
Finally, I can make eyes work. Thank you!
(Also, looking over the VMT, unless you know exactly what the following parameter does and you set it to 0.45 on purpose, change $Dilation to 0.5.)