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Hi, this isn't really an issue related to any content on server, but rather the process of making content for the server. I've made a few forays into the modeling world to do heads for the server and have been largely successful, but I've ran into a single continuous issue that has been screwing over the entire process that has come up no matter what the head model is; when I actually compile the head model, the eyes are always terribly screwed up in the process.
For example, this is a regular, female_10.mdl as found in the Head Models Revised pack on the left, and then a completely untouched female_10.mdl that has only been decompiled and recompiled with Crowbar on the right, with none of the model bones/data/coordinates changed from how they were decompiled:

I don't really know what's going on here other than the barebone assumption that I'm completely missing something, or Crowbar has to be messing something up in the process here (or at least something has gone wonky in the compiling process in general). Note that I am using the fully default options for Crowbar with the crak0kolas studiomdl to get by Source's limits on the model (as I was advised to do). I have done this by dumping the dependency files into both Source Multiplayer 2013's bin folder and later on into GMod's bin folder but this hasnt made a difference to the given issue.
This eye issue happens no matter what precautions I take, I have unpacked and decompiled the head model pack fully from Crowbar with no extra software involved, and I have even double-checked the given eye coordinates in Blender (which usually gives me 6 digits for the given eye coordinates when the eye coords in the decompiled files are typically 7 digits?), as I've recorded down here;

And, restating as before, the eye coordinates for this model are exactly as they should be as found in the Blender info above (I have done the same thing with a variety of methods to find the proper eye coordinates than just selecting the entire eyeball- none of which have fixed the issue, either)
In spite of all this, going over several eye rigging tutorials for GMod playermodels, and also trying to get help from other people, I haven't come to find any sort of solution yet, or even people with the same issue as me.
TL;DR despite everything seeming to be in place eye movements/tracking/textures for head models are completely fucked and no matter how many 'correct' things I do or try to adjust in Blender nothing works.
If anyone has a possible clue or something to look into, or even just bring it up to a friend who you think might be able to help, I'd greatly appreciate it. Thanks!
For example, this is a regular, female_10.mdl as found in the Head Models Revised pack on the left, and then a completely untouched female_10.mdl that has only been decompiled and recompiled with Crowbar on the right, with none of the model bones/data/coordinates changed from how they were decompiled:

I don't really know what's going on here other than the barebone assumption that I'm completely missing something, or Crowbar has to be messing something up in the process here (or at least something has gone wonky in the compiling process in general). Note that I am using the fully default options for Crowbar with the crak0kolas studiomdl to get by Source's limits on the model (as I was advised to do). I have done this by dumping the dependency files into both Source Multiplayer 2013's bin folder and later on into GMod's bin folder but this hasnt made a difference to the given issue.
This eye issue happens no matter what precautions I take, I have unpacked and decompiled the head model pack fully from Crowbar with no extra software involved, and I have even double-checked the given eye coordinates in Blender (which usually gives me 6 digits for the given eye coordinates when the eye coords in the decompiled files are typically 7 digits?), as I've recorded down here;

And, restating as before, the eye coordinates for this model are exactly as they should be as found in the Blender info above (I have done the same thing with a variety of methods to find the proper eye coordinates than just selecting the entire eyeball- none of which have fixed the issue, either)
$model "head" "female_10_female_reference.smd" {
eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.20914 -4.13226 64.8453 "eyeball_r" 1 4 "iris_unused" 0.63
eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.26623 -4.10571 64.8453 "eyeball_l" 1 -4 "iris_unused" 0.63
}
In spite of all this, going over several eye rigging tutorials for GMod playermodels, and also trying to get help from other people, I haven't come to find any sort of solution yet, or even people with the same issue as me.
TL;DR despite everything seeming to be in place eye movements/tracking/textures for head models are completely fucked and no matter how many 'correct' things I do or try to adjust in Blender nothing works.
If anyone has a possible clue or something to look into, or even just bring it up to a friend who you think might be able to help, I'd greatly appreciate it. Thanks!