(03-19-2012, 02:49 PM)Peardian Wrote:(03-18-2012, 05:40 PM)John2k4 Wrote: As for this, the pupils are constructed by the Source Engine and then placed onto the base eyeball texture, so there's really no way of getting them into the models like this.
Hmmm, that's unfortunate... is there any way to at least rip the pupil textures and include them? It would be better than nothing at all.
Very nicely done on the Scattergun, by the way. No problems!
For future reference, I'll probably make separate sections for each class's items to prevent confusion. Shared items will get their own section.
I'll check on the pupil textures.
As for the sections - sounds good. I'll specify which weapons are multi-class, and which are only one class. Same goes for Hats?
If you've still got my Dropbox folder, I'll start placing finished models in there to make checking easier.
==
Here's a snippet of what is in the Source engine material reference file for an eyeball:
Code:
"EyeRefract"
{
"$Iris" "models/player/shared/eye-iris-brown" // Iris color in RGB with cornea noise in A
"$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