How do you compile models for gold source?

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So I've been doing a few things to a model, I just don't know how to compile it. Could someone point me in the right direction?

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  • 4y
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    The first thing you'd need to do is download Jed's Half-Life Model Viewer. You'll also need the GoldSource versions of StudioMDL and MDLDecompiler, which you can find on that same page. That's about as much as I know (not exactly familiar with GoldSource modding, only helped with fixing a couple mods), so someone else can probably fill in the rest of the blanks.
    Not as serious as you'd think.
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    Already have Jeds HLMV, but thanks for the rest.

    So you don't know where I put the Gldsrc SutdioMDL, or where it puts the compiled model?
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    Don't remember if it matters where StudioMDL goes, Bbut it puts the compiled model where ever the .qc is I think.
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    > **Posted by Tekkie.X**

    > Don't remember if it matters where StudioMDL goes, Bbut it puts the compiled model where ever the .qc is I think.

    I'm not sure if the compiling is working or not, I remember once I did a thing to get the TF2 studiomdl to keep its command prompt window open but I can't remember how to do it so I can't even see if the compile works or not. Either way, its not where the QC is.
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    I personally use kHED for GoldSource modeling. You just need the "studiomdl.exe" file and place it into the main kHED installation directory.
    kHED automatically compile models just by exporting them as MDL files. You can import files such as OBJ, 3DS (3D Studio Max), MS3D (Milkshape 3D), Half-Life SMDs, and MDL files.
    The only minor thing is that you can't compile models with more than 3000 polys/tris, but it's rare that you have to compile GoldSource models with more than 3000 polys/tris (even Cry of Fear player models has less than 3000 polys/tris).
    Is a really good program for starters!

    If you need more info, just visit the site I've linked you in the hyperlink above, or just ask me if you feel to. ;)

    I hope this helps. :)
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    > **Posted by Alberto309**

    > I personally use kHED for GoldSource modeling. You just need the "studiomdl.exe" file and place it into the main kHED installation directory.
    > kHED automatically compile models just by exporting them as MDL files. You can import files such as OBJ, 3DS (3D Studio Max), MS3D (Milkshape 3D), Half-Life SMDs, and MDL files.
    > The only minor thing is that you can't compile models with more than 3000 polys/tris, but it's rare that you have to compile GoldSource models with more than 3000 polys/tris (even Cry of Fear player models has less than 3000 polys/tris).
    > Is a really good program for starters!
    >
    > If you need more info, just visit the site I've linked you in the hyperlink above, or just ask me if you feel to. ;)
    >
    > I hope this helps. :)

    That compiling limit of 3000 tris kinda made me cry a little, although I'm not sure why. I do most of my modelling in Blender but the compiling ability will be nice.
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    If you did everything on the .qc, you should be able to compile it via Jed's Model Viewer, but it needs to be configured (Tools->Configure Tools).
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    > **Posted by Arman Ossi Loko**

    > If you did everything on the .qc, you should be able to compile it via Jed's Model Viewer, but it needs to be configured (Tools->Configure Tools).

    Yeah, its asking for a studiomdl thing. I don't know if its even compiling it, but after spamming it about 100 times its getting an error message so I'm going to try and fix that.
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    > **Posted by Sir Rexius Sarcasticus**

    > That compiling limit of 3000 tris kinda made me cry a little, although I'm not sure why. I do most of my modelling in Blender but the compiling ability will be nice.

    Nah... You shouldn't be concerned about this. I was able to compile HL2 models into GoldSource's MDLs without any problems with kHED. Of course you can't compile high poly versions, but you can use the classic way for this by dragging every required files (mesh file, materials, .qc and .smd) over the studiomdl.exe and it'll compile.
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    Well, I got it mostly working, its just having a problem with one of the lines.

    `$attachment 0 "Dummy22" 35.000000 4.000000 -1.000000`

    From what I can gather, Dummy22 is the body of the gun, although I don't know why its having any problems.

    The error message is "unknown attachment link 'Dummy22'"
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    > **Posted by Sir Rexius Sarcasticus**

    > Well, I got it mostly working, its just having a problem with one of the lines.
    >
    > `$attachment 0 "Dummy22" 35.000000 4.000000 -1.000000`
    >
    > From what I can gather, Dummy22 is the body of the gun, although I don't know why its having any problems.
    >
    > The error message is "unknown attachment link 'Dummy22'"

    Uhm, Dummy is the default animation of CS player models and CS:CZ VIPs. I don't know if this is related though. Have you attached the gun to the player model?
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    > **Posted by Alberto309**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > Well, I got it mostly working, its just having a problem with one of the lines.
    > >
    > > `$attachment 0 "Dummy22" 35.000000 4.000000 -1.000000`
    > >
    > > From what I can gather, Dummy22 is the body of the gun, although I don't know why its having any problems.
    > >
    > > The error message is "unknown attachment link 'Dummy22'"
    >
    > Uhm, Dummy is the default animation of CS player models and CS:CZ VIPs. I don't know if this is related though. Have you attached the gun to the player model?

    This is the v model, not a p model. Not sure if thats what you're talking about, but yeah. The body of the gun is weighted to a bone called "Dummy22".
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    > **Posted by Sir Rexius Sarcasticus**

    > This is the v model, not a p model. Not sure if thats what you're talking about, but yeah. The body of the gun is weighted to a bone called "Dummy22".

    Oh, ok. I thought it was a view model. Nevermind then. I've never made animated models.
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    > **Posted by Alberto309**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > This is the v model, not a p model. Not sure if thats what you're talking about, but yeah. The body of the gun is weighted to a bone called "Dummy22".
    >
    > Oh, ok. I thought it was a view model. Nevermind then. I've never made animated models.

    It IS a view model. The animations probably work fine, its just the command to set the body of the gun isn't working.
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    > **Posted by Sir Rexius Sarcasticus**

    > > **Posted by Alberto309**
    >
    > > > **Posted by Sir Rexius Sarcasticus**
    > >
    > > > This is the v model, not a p model. Not sure if thats what you're talking about, but yeah. The body of the gun is weighted to a bone called "Dummy22".
    > >
    > > Oh, ok. I thought it was a view model. Nevermind then. I've never made animated models.
    >
    > It IS a view model. The animations probably work fine, its just the command to set the body of the gun isn't working.

    Oops, sorry, I meant world model and not view model. :P

    Anyway, I can't help you with this as I'm not into weapon models with animations since kHED doesn't support them for now. Sorry mate. :\
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    Got it working, thanks for the help guys.
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    > **Posted by Sir Rexius Sarcasticus**

    > Got it working, thanks for the help guys.

    Milkshape 3d is the best for GoldSrc
    I don't know how, it's past
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    Hey guys, I tried learning my first compile for GS.

    I followed this tutorial



    I tried compiling a W_model (Stoke deagle), and using W_model of a infinity pistol as a base.

    I follow the tutorial (Scale & move the Stoke deagle, then delete infinity pistol, then assign the bone with the model, then compile it using the decompiled W_model infinity pistol's QC

    but I keep getting the same W_model Re-compiled infinity pistol, what the hell have I done wrong.
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    > **Posted by simple rule 02516**

    > Hey guys, I tried learning my first compile for GS.
    >
    > I followed this tutorial
    >
    >
    >
    > I tried compiling a W_model (Stoke deagle), and using W_model of a infinity pistol as a base.
    >
    > I follow the tutorial (Scale & move the Stoke deagle, then delete infinity pistol, then assign the bone with the model, then compile it using the decompiled W_model infinity pistol's QC
    >
    > but I keep getting the same W_model Re-compiled infinity pistol, what the hell have I done wrong.

    Make sure there aren't any other infinity pistol files with mesh data of it, and see if what you exported was "infinity_pistol_blarg.001.smd" or something like that, as opposed to not having .001
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    > **Posted by Sir Rexius Sarcasticus**

    > Make sure there aren't any other infinity pistol files with mesh data of it, and see if what you exported was "infinity_pistol_blarg.001.smd" or something like that, as opposed to not having .001

    I don't get it.

    Do I need to edit the QC file?

    I am using MS3D.
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    > **Posted by simple rule 02516**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > Make sure there aren't any other infinity pistol files with mesh data of it, and see if what you exported was "infinity_pistol_blarg.001.smd" or something like that, as opposed to not having .001
    >
    > I don't get it.
    >
    > Do I need to edit the QC file?
    >
    > I am using MS3D.

    yea you have to edit in the qc too...just write the filename..without extension. Make sure you have autosmooth disabled when compiling something
    I don't know how, it's past
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    > **Posted by TheBlackbird**

    > > **Posted by simple rule 02516**
    >
    > > > **Posted by Sir Rexius Sarcasticus**
    > >
    > > > Make sure there aren't any other infinity pistol files with mesh data of it, and see if what you exported was "infinity_pistol_blarg.001.smd" or something like that, as opposed to not having .001
    > >
    > > I don't get it.
    > >
    > > Do I need to edit the QC file?
    > >
    > > I am using MS3D.
    >
    > yea you have to edit in the qc too...just write the filename..without extension. Make sure you have autosmooth disabled when compiling something

    I know the auto smooth is useless.

    What to edit in the QC?

    V model of Stoke Deagle QC
    ==========================

    $modelname "C:\Users\ASUS\Desktop\Stoke DE\v_deagle.mdl"
    $cd "\Users\ASUS\Desktop\Stoke DE\"
    $cdtexture "\Users\ASUS\Desktop\Stoke DE\"
    $cliptotextures

    $scale 1.0

    // 2 attachments
    $attachment 0 "bone_body" -8.100000 0.000000 2.550000
    $attachment 1 "bone_body" -1.800000 0.150000 2.700000

    // 0 bone controllers

    // 11 hit boxes
    $hbox 0 "base" -11.164902 -39.514580 -12.406800 0.000000 0.000000 12.406800
    $hbox 0 "deagle_body" -13.290000 -0.820000 -4.910000 0.810000 0.960000 2.890000
    $hbox 0 "deagle_slide" -9.270000 -0.710000 -0.600000 2.090000 0.730000 1.840000
    $hbox 0 "deagle_safe" -1.290000 -0.860000 -0.330000 0.300000 0.850000 0.790000
    $hbox 0 "deagle_mag" -1.280000 -0.630000 -0.080000 2.230000 0.630000 6.370000
    $hbox 0 "Bone L lowarm" 0.000000 -2.830000 -1.670000 15.182518 1.580000 2.750000
    $hbox 0 "Bone L hand" -0.010000 -0.870000 -2.280000 4.250000 1.510000 2.090000
    $hbox 0 "Bone L thumbbase" 0.000000 -1.150000 -0.660000 2.580000 0.520000 0.810000
    $hbox 0 "Bone R lowarm" 0.000000 -2.940000 -2.800000 15.182517 1.550000 1.560000
    $hbox 0 "Bone R hand" -0.090000 -0.750000 -2.150000 4.200000 1.800000 2.220000
    $hbox 0 "Bone R thumbbase" 0.000000 -0.800000 -0.720000 2.230000 1.100000 0.700000

    $bodygroup studio
    {
    studio "ref"
    }

    $bodygroup studio
    {
    studio "hands"
    }

    // 6 sequences
    $sequence idle1 "idle1" fps 16
    $sequence shoot1 "shoot1" fps 40 { event 5001 0 "21" }
    $sequence shoot2 "shoot2" fps 40 { event 5001 0 "21" }
    $sequence shoot_empty "shoot_empty" fps 40 { event 5001 0 "21" }
    $sequence reload "reload" fps 30 { event 5004 6 "weapons/de_clipout.wav" } { event 5004 27 "weapons/de_clipin.wav" } { event 5004 42 "weapons/de_sliderelease.wav" }
    $sequence draw "draw" fps 30 { event 5004 1 "weapons/de_deploy.wav" }

    W model of infinity QC
    ======================

    $modelname "C:\Users\ASUS\Desktop\Infinity\w_deagle.mdl"
    $cd "\Users\ASUS\Desktop\Infinity\"
    $cdtexture "\Users\ASUS\Desktop\Infinity\"
    $cliptotextures

    $scale 1.0

    // 0 attachments

    // 0 bone controllers

    // 1 hit boxes
    $hbox 0 "inifiS_PW" -6.630000 -6.210000 -2.170000 2.580000 7.410000 0.000000

    $bodygroup studio
    {
    studio "NEXON_CSO_w_Infinity_REF_silver"
    }

    $bodygroup studio
    {
    studio "NEXON_CSO_w_Infinity_REF_silver1"
    }

    $bodygroup studio
    {
    studio "NEXON_CSO_w_Infinity_REF_silver2"
    }

    // 1 sequences
    $sequence idle "idle" fps 30
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    > **Posted by simple rule 02516**

    > > **Posted by TheBlackbird**
    >
    > > > **Posted by simple rule 02516**
    > >
    > > > > **Posted by Sir Rexius Sarcasticus**
    > > >
    > > > > Make sure there aren't any other infinity pistol files with mesh data of it, and see if what you exported was "infinity_pistol_blarg.001.smd" or something like that, as opposed to not having .001
    > > >
    > > > I don't get it.
    > > >
    > > > Do I need to edit the QC file?
    > > >
    > > > I am using MS3D.
    > >
    > > yea you have to edit in the qc too...just write the filename..without extension. Make sure you have autosmooth disabled when compiling something
    >
    > I know the auto smooth is useless.
    >
    > What to edit in the QC?
    >
    > V model of Stoke Deagle QC
    > ==========================
    >
    > $modelname "C:\Users\ASUS\Desktop\Stoke DE\v_deagle.mdl"
    > $cd "\Users\ASUS\Desktop\Stoke DE\"
    > $cdtexture "\Users\ASUS\Desktop\Stoke DE\"
    > $cliptotextures
    >
    > $scale 1.0
    >
    > // 2 attachments
    > $attachment 0 "bone_body" -8.100000 0.000000 2.550000
    > $attachment 1 "bone_body" -1.800000 0.150000 2.700000
    >
    > // 0 bone controllers
    >
    > // 11 hit boxes
    > $hbox 0 "base" -11.164902 -39.514580 -12.406800 0.000000 0.000000 12.406800
    > $hbox 0 "deagle_body" -13.290000 -0.820000 -4.910000 0.810000 0.960000 2.890000
    > $hbox 0 "deagle_slide" -9.270000 -0.710000 -0.600000 2.090000 0.730000 1.840000
    > $hbox 0 "deagle_safe" -1.290000 -0.860000 -0.330000 0.300000 0.850000 0.790000
    > $hbox 0 "deagle_mag" -1.280000 -0.630000 -0.080000 2.230000 0.630000 6.370000
    > $hbox 0 "Bone L lowarm" 0.000000 -2.830000 -1.670000 15.182518 1.580000 2.750000
    > $hbox 0 "Bone L hand" -0.010000 -0.870000 -2.280000 4.250000 1.510000 2.090000
    > $hbox 0 "Bone L thumbbase" 0.000000 -1.150000 -0.660000 2.580000 0.520000 0.810000
    > $hbox 0 "Bone R lowarm" 0.000000 -2.940000 -2.800000 15.182517 1.550000 1.560000
    > $hbox 0 "Bone R hand" -0.090000 -0.750000 -2.150000 4.200000 1.800000 2.220000
    > $hbox 0 "Bone R thumbbase" 0.000000 -0.800000 -0.720000 2.230000 1.100000 0.700000
    >
    > $bodygroup studio
    > {
    > studio "ref"
    > }
    >
    > $bodygroup studio
    > {
    > studio "hands"
    > }
    >
    > // 6 sequences
    > $sequence idle1 "idle1" fps 16
    > $sequence shoot1 "shoot1" fps 40 { event 5001 0 "21" }
    > $sequence shoot2 "shoot2" fps 40 { event 5001 0 "21" }
    > $sequence shoot_empty "shoot_empty" fps 40 { event 5001 0 "21" }
    > $sequence reload "reload" fps 30 { event 5004 6 "weapons/de_clipout.wav" } { event 5004 27 "weapons/de_clipin.wav" } { event 5004 42 "weapons/de_sliderelease.wav" }
    > $sequence draw "draw" fps 30 { event 5004 1 "weapons/de_deploy.wav" }
    >
    > W model of infinity QC
    > ======================
    >
    > $modelname "C:\Users\ASUS\Desktop\Infinity\w_deagle.mdl"
    > $cd "\Users\ASUS\Desktop\Infinity\"
    > $cdtexture "\Users\ASUS\Desktop\Infinity\"
    > $cliptotextures
    >
    > $scale 1.0
    >
    > // 0 attachments
    >
    > // 0 bone controllers
    >
    > // 1 hit boxes
    > $hbox 0 "inifiS_PW" -6.630000 -6.210000 -2.170000 2.580000 7.410000 0.000000
    >
    > $bodygroup studio
    > {
    > studio "NEXON_CSO_w_Infinity_REF_silver"
    > }
    >
    > $bodygroup studio
    > {
    > studio "NEXON_CSO_w_Infinity_REF_silver1"
    > }
    >
    > $bodygroup studio
    > {
    > studio "NEXON_CSO_w_Infinity_REF_silver2"
    > }
    >
    > // 1 sequences
    > $sequence idle "idle" fps 30

    dude... you decompiled it on the wrong method. To decompile with milkshape: Tools> Kratisto MDL Decompiler
    I don't know how, it's past
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    > **Posted by TheBlackbird**
    >
    > dude... you decompiled it on the wrong method. To decompile with milkshape: Tools> Kratisto MDL Decompiler

    Ok, so now how?

    Wait, I got it

    V model of Stoke deagle QC
    ==========================

    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    v_deagle.mdl

    Original internal name:
    "v_deagle.mdl"

    ==============================================================================
    */

    $modelname "v_deagle.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures

    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $eyeposition 0.000000 0.000000 0.000000

    //reference mesh(es)
    $body "studio" "ref"

    $body "studio" "hands"

    // 2 attachment(s)
    $attachment 0 "bone_body" -8.100000 0.000000 2.550000
    $attachment 1 "bone_body" -1.800000 0.150000 2.700000

    // 11 hit box(es)
    $hbox 0 "base" -11.164902 -39.514580 -12.406800 0.000000 0.000000 12.406800
    $hbox 0 "deagle_body" -13.290000 -0.820000 -4.910000 0.810000 0.960000 2.890000
    $hbox 0 "deagle_slide" -9.270000 -0.710000 -0.600000 2.090000 0.730000 1.840000
    $hbox 0 "deagle_safe" -1.290000 -0.860000 -0.330000 0.300000 0.850000 0.790000
    $hbox 0 "deagle_mag" -1.280000 -0.630000 -0.080000 2.230000 0.630000 6.370000
    $hbox 0 "Bone L lowarm" 0.000000 -2.830000 -1.670000 15.182518 1.580000 2.750000
    $hbox 0 "Bone L hand" -0.010000 -0.870000 -2.280000 4.250000 1.510000 2.090000
    $hbox 0 "Bone L thumbbase" 0.000000 -1.150000 -0.660000 2.580000 0.520000 0.810000
    $hbox 0 "Bone R lowarm" 0.000000 -2.940000 -2.800000 15.182517 1.550000 1.560000
    $hbox 0 "Bone R hand" -0.090000 -0.750000 -2.150000 4.200000 1.800000 2.220000
    $hbox 0 "Bone R thumbbase" 0.000000 -0.800000 -0.720000 2.230000 1.100000 0.700000

    // 6 animation sequence(s)
    $sequence "idle1" "idle1" fps 16
    $sequence "shoot1" "shoot1" fps 40 { event 5001 0 "21" }
    $sequence "shoot2" "shoot2" fps 40 { event 5001 0 "21" }
    $sequence "shoot_empty" "shoot_empty" fps 40 { event 5001 0 "21" }
    $sequence "reload" "reload" fps 30 {
    { event 5004 6 "weapons/de_clipout.wav" }
    { event 5004 27 "weapons/de_clipin.wav" }
    { event 5004 42 "weapons/de_sliderelease.wav" }
    }
    $sequence "draw" "draw" fps 30 { event 5004 1 "weapons/de_deploy.wav" }

    // End of QC script.

    W model of infinity pistol QC
    =============================

    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    w_deagle.mdl

    Original internal name:
    "C:\Users\ASUS\Desktop\Infinity\w_deagle.mdl"

    ==============================================================================
    */

    $modelname "w_deagle.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures

    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $eyeposition 0.000000 0.000000 0.000000

    //reference mesh(es)
    $body "studio" "NEXON_CSO_w_Infinity_REF_silver"

    $body "studio" "NEXON_CSO_w_Infinity_REF_silver1"

    $body "studio" "NEXON_CSO_w_Infinity_REF_silver2"

    // 1 hit box(es)
    $hbox 0 "inifiS_PW" -6.630000 -6.210000 -2.170000 2.580000 7.410000 0.000000

    // 1 animation sequence(s)
    $sequence "idle" "idle" fps 30

    // End of QC script.

    -----------------------------------------------------------------------

    Wait, I got it

    New QC for W model Stoke deagle
    ===============================

    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    w_deagle.mdl

    Original internal name:
    "C:\Users\ASUS\Desktop\Infinity\w_deagle.mdl"

    ==============================================================================
    */

    $modelname "w_deagle.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures

    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $eyeposition 0.000000 0.000000 0.000000

    //reference mesh(es)
    $body "studio" "ref"

    // 4 hit box(es)
    $hbox 0 "deagle_body" -13.290000 -0.820000 -4.910000 0.810000 0.960000 2.890000
    $hbox 0 "deagle_slide" -9.270000 -0.710000 -0.600000 2.090000 0.730000 1.840000
    $hbox 0 "deagle_safe" -1.290000 -0.860000 -0.330000 0.300000 0.850000 0.790000
    $hbox 0 "deagle_mag" -1.280000 -0.630000 -0.080000 2.230000 0.630000 6.370000

    // 1 animation sequence(s)
    $sequence "idle" "idle" fps 30

    // End of QC script.

    The compile (W model Stoke deagle) is complete but I got this, the deagle is NOT lying on the ground!

    ![](http://files.gamebanana.com/img/ss/skins/532c69f4298ce.jpg "")
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    Well, it seems everyone is having some sucsess, anyone got a solution to my problem?
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    > **Posted by Sir Rexius Sarcasticus**

    > everyone is having some sucsess

    What?

    > **Posted by TheBlackbird**

    Wait, wait I got it, I suppose to use the new moved & rotated ref SMD, lol

    slightly edit the QC again, here it goes

    I'll try compile V model now

    ![](http://files.gamebanana.com/img/ss/skins/532cdacbabaab.jpg "")
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    gud job man.. but when you're trying to compile a v models of pistols. Try this method(kalpa tought me how to do dis) To move the mag and slide out from its original place.

    1. Import the model you want to
    2. Enter Anim mode in MS3D
    3. Go to joints tab
    4. Double click the slide bones and(name depends on the model) Use draw vertex weights to show which bones you are now
    5. While you're still in anim mode,move the slide bone that you've selectedex.like that
    6. Then go to Tools>Selection Editor. Should be like this one
    well
    7. Save
    8. Do the same thing when you're trying to get the mag out

    Hope these helps :)
    I don't know how, it's past
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    > **Posted by TheBlackbird**

    > 6. Then go to Tools>Selection Editor. Should be like this one
    > well
    > 7. Save
    > 8. Do the same thing when you're trying to get the mag out
    >
    > Hope these helps :)

    I have to select all the slide faces?

    Selecting faces is kinda hard, what will happen if I missed some?
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    > **Posted by simple rule 02516**

    > > **Posted by TheBlackbird**
    >
    > > 6. Then go to Tools>Selection Editor. Should be like this one
    > > well
    > > 7. Save
    > > 8. Do the same thing when you're trying to get the mag out
    > >
    > > Hope these helps :)
    >
    > I have to select all the slide faces?
    >
    > Selecting faces is kinda hard, what will happen if I missed some?

    select one is enough
    I don't know how, it's past
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    > **Posted by simple rule 02516**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > everyone is having some sucsess
    >
    > What?

    Sorry, I was tired. I meant that everyone else with a problem on this thread seems to be able to work towards a solution, except for me, ironically the person who made the thread in the first place.
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    > **Posted by Sir Rexius Sarcasticus**

    > > **Posted by simple rule 02516**
    >
    > > > **Posted by Sir Rexius Sarcasticus**
    > >
    > > > everyone is having some sucsess
    > >
    > > What?
    >
    > Sorry, I was tired. I meant that everyone else with a problem on this thread seems to be able to work towards a solution, except for me, ironically the person who made the thread in the first place.

    i've replied yours
    I don't know how, it's past
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    > **Posted by TheBlackbird**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > > **Posted by simple rule 02516**
    > >
    > > > > **Posted by Sir Rexius Sarcasticus**
    > > >
    > > > > everyone is having some sucsess
    > > >
    > > > What?
    > >
    > > Sorry, I was tired. I meant that everyone else with a problem on this thread seems to be able to work towards a solution, except for me, ironically the person who made the thread in the first place.
    >
    > i've replied yours

    I'm not looking for a new modelling program, I'm looking for a way to compile these things.
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    > **Posted by Sir Rexius Sarcasticus**

    > > **Posted by TheBlackbird**
    >
    > > > **Posted by Sir Rexius Sarcasticus**
    > >
    > > > > **Posted by simple rule 02516**
    > > >
    > > > > > **Posted by Sir Rexius Sarcasticus**
    > > > >
    > > > > > everyone is having some sucsess
    > > > >
    > > > > What?
    > > >
    > > > Sorry, I was tired. I meant that everyone else with a problem on this thread seems to be able to work towards a solution, except for me, ironically the person who made the thread in the first place.
    > >
    > > i've replied yours
    >
    > I'm not looking for a new modelling program, I'm looking for a way to compile these things.

    what game?
    I don't know how, it's past
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    > **Posted by TheBlackbird**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > > **Posted by TheBlackbird**
    > >
    > > > > **Posted by Sir Rexius Sarcasticus**
    > > >
    > > > > > **Posted by simple rule 02516**
    > > > >
    > > > > > > **Posted by Sir Rexius Sarcasticus**
    > > > > >
    > > > > > > everyone is having some sucsess
    > > > > >
    > > > > > What?
    > > > >
    > > > > Sorry, I was tired. I meant that everyone else with a problem on this thread seems to be able to work towards a solution, except for me, ironically the person who made the thread in the first place.
    > > >
    > > > i've replied yours
    > >
    > > I'm not looking for a new modelling program, I'm looking for a way to compile these things.
    >
    > what game?

    Team Fortress Classic
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    (づ。◕‿‿◕。)づ
    What process of compilation do you want to know of?

    There is QC Scripting, Exporting models to .SMDs, etc.
    • Interesting x 1
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    > **Posted by Ring-A-Ding Rampage**

    > What process of compilation do you want to know of?
    >
    > There is QC Scripting, Exporting models to .SMDs, etc.

    When I compile my model the animations don't work.
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    Sadly there are no compiling tutorial in GB since a bug deleted the entire CS1.6 section years ago and nobody re-upload them.

    > **Posted by Sir Rexius Sarcasticus**
    >
    > When I compile my model the animations don't work.

    Like how?

    the bolt, slide, mag does not move

    OR

    gun draw while shoot, gun reload when draw, gun shoot while reloading

    > **Posted by TheBlackbird**

    > 6. Then go to Tools>Selection Editor. Should be like this one
    > 7. Save
    > 8. Do the same thing when you're trying to get the mag out
    >
    > Hope these helps :)

    Let's say I selected the slide first, what am I suppose to do after that step?

    Assign the slide with new bone? How to do it properly?
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    > **Posted by simple rule 02516**

    > Sadly there are no compiling tutorial in GB since a bug deleted the entire CS1.6 section years ago and nobody re-upload them.
    >
    > > **Posted by Sir Rexius Sarcasticus**
    > >
    > > When I compile my model the animations don't work.
    >
    > Like how?
    >
    > the bolt, slide, mag does not move
    >
    > OR
    >
    > gun draw while shoot, gun reload when draw, gun shoot while reloading
    >
    > > **Posted by TheBlackbird**
    >
    > > 6. Then go to Tools>Selection Editor. Should be like this one
    > > 7. Save
    > > 8. Do the same thing when you're trying to get the mag out
    > >
    > > Hope these helps :)
    >
    > Let's say I selected the slide first, what am I suppose to do after that step?
    >
    > Assign the slide with new bone? How to do it properly?

    The gun is in its reference position.
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    Simplerule

    well that method if the pistol have no separated groups. If the pistol has already some separated groups i.e: slide,mag or whatever it is...just select the group and assign to existed bones. I've told you that you have to check the draw vertex weights. When it's checked. You'll be able to see which bone you are now
    I don't know how, it's past
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    ;-;
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    > **Posted by Sir Rexius Sarcasticus**
    >
    > The gun is in its reference position.

    Odd, I did NOT encounter this issue in my first melee & pistol compile.

    Maybe you imported wrong SMD or you damaged the QC?

    Can you give links to the model that you trying to compile?
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    > **Posted by simple rule 02516**

    > > **Posted by Sir Rexius Sarcasticus**
    > >
    > > The gun is in its reference position.
    >
    > Odd, I did NOT encounter this issue in my first melee & pistol compile.
    >
    > Maybe you imported wrong SMD or you damaged the QC?
    >
    > Can you give links to the model that you trying to compile?

    Here you go.

    Get back to me when you can, the QC was the one the decompiler gave me.
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    > **Posted by MasterEmile**

    > So somebody showed me this topic and pretty much you guys are wondering how to compile skins for goldsource.
    >
    > So its not that hard. Its really like only 9-15 mins. Depending on what type of skin you are working on.
    >
    > Well first of all you need Jedi Half Life Viewer and MilkShape 3D. Well you already know the tools you need to decompile and compile skins. Or you can use the MileShape tools.
    >
    > But I recommend you use the tools for the Jedi Half Life Viewer to decompile and compile skins for a much more fast paste editing.
    >
    > But Milkshape is pretty much is your main tool for compiling skins for goldsource.
    >
    > You can go to YouTube and find videos how to compile skins or you can watch this video that am going to show you right now.
    >
    > WATCH
    > P.S. Special Thanks to my friend Raf.

    So if I decompile with Jeds HLMV, and I compile with MilkShape, it'll fix my problem?
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  • 4y
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    Well I don't know what kind of problem your having right now but.

    You can use either both de/compiling from Milkshape or the Jedi Half Life Tool.

    Like what I said. Milkshape is your main program to assign animation or rig hands. After assigning you export the model/rig and you can use either both compiling tools.

    They will still compile. I just use the Jedi Half Life decompiling and compiling tool for fast past skin editing.

    Like muzzle flash editing or sound coordinating.
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    > **Posted by simple rule 02516**

    > I compiled it, look OK in JHMLV for me, I dunno
    >
    > I compile with this tool, NOT the latest version but it works
    >
    >

    So when you changed sequences it actually played? Not the firing ones but the ones where parts of the gun moves indepependant from the other parts, such as how the red dial on the scope turns towards you when going from idle to autoidle.
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    > **Posted by Sir Rexius Sarcasticus**

    > > **Posted by simple rule 02516**
    >
    > > I compiled it, look OK in JHMLV for me, I dunno
    > >
    > > I compile with this tool, NOT the latest version but it works
    > >
    > >
    >
    > So when you changed sequences it actually played? Not the firing ones but the ones where parts of the gun moves indepependant from the other parts, such as how the red dial on the scope turns towards you when going from idle to autoidle.

    I am NOT sure what are you talking. What wrong with the red dial on the scope then?

    I just compiled it without editing anything.
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    > **Posted by simple rule 02516**

    > > **Posted by Sir Rexius Sarcasticus**
    >
    > > > **Posted by simple rule 02516**
    > >
    > > > I compiled it, look OK in JHMLV for me, I dunno
    > > >
    > > > I compile with this tool, NOT the latest version but it works
    > > >
    > > >
    > >
    > > So when you changed sequences it actually played? Not the firing ones but the ones where parts of the gun moves indepependant from the other parts, such as how the red dial on the scope turns towards you when going from idle to autoidle.
    >
    > I am NOT sure what are you talking. What wrong with the red dial on the scope then?
    >
    > I just compiled it without editing anything.

    If you tested it in Jeds HLMV and changed to one of the sequences with the aforementioned quality, for example idle and autoidle (both animation sequences) you'll see that the dial will not turn, but the position of the gun moves. Same applies with firing animations. Gun moves but only as one, no parts of the gun move individually because the models animations are broken.
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    I use my own compiling technique :3
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