Black Mesa mp5 SWEP textures and LUA help

Hi, I’m the Coldsnap Leader, creator of the Black Mesa mp5 SWEP and i have been having trouble finding ways to fix the textures for the v_model, w_model, and grenades. Do you know anything to fix textures? I also need a bit of help on the LUA. Please tell me if there are any errors.

here’s the LUA code:

– Swep Creator - The Coldsnap Leader
// Made By Black Mesa Mod Development Team

//General Settings \
SWEP.AdminSpawnable = true // Is the swep spawnable for admin
SWEP.ViewModelFOV = 94 // How much of the weapon do u see ?
SWEP.ViewModel = “models/weapons/v_mp5/v_mp5.mdl” // The viewModel, the model you se when you are holding it-.-
SWEP.WorldModel = “models/weapons/w_mp5/w_mp5.mdl” // The worlmodel, The model yu when it’s down on the ground
SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ?
SWEP.Slot = 2 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.HoldType = “ar2” // How the swep is hold Pistol smg greanade melee
SWEP.PrintName = “Black Mesa MP5” // your sweps name
SWEP.Author = “The Coldsnap Leader” // Your name
SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true.
SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ?
SWEP.FiresUnderwater = true // Does your swep fire under water ?
SWEP.Weight = 3 // Chose the weight of the Swep
SWEP.DrawCrosshair = true // Do you want it to have a crosshair ?
SWEP.Category = “Black Mesa” // Make your own catogory for the swep
SWEP.SlotPos = 2 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False
SWEP.ReloadSound = “reload.wav” // Reload sound, you can use the default ones, or you can use your one; Example; “sound/myswepreload.waw”
SWEP.Instructions = “Primary: fire bullets. Secondary: launch grenade” // How do pepole use your swep ?
SWEP.Contact = “YourMailAdress” // How Pepole chould contact you if they find bugs, errors, etc
SWEP.Purpose = “WhatsThePurposeOfThisSwep” // What is the purpose with this swep ?
SWEP.base = “weapon_base”
//General settings\

//PrimaryFire Settings\
SWEP.Primary.Sound = “single2.wav” // The sound that plays when you shoot :]
SWEP.Primary.Damage = 10 // How much damage the swep is doing
SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ?
SWEP.Primary.ClipSize = 30 // The clipsize
SWEP.Primary.Ammo = “pistol” // ammmo type pistol/ smg1
SWEP.Primary.DefaultClip = 120 // How much ammo does the swep come with `?
SWEP.Primary.Spread = 0.2 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1
SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot.
SWEP.Primary.Automatic = true // Is the swep automatic ?
SWEP.Primary.Recoil = 1 // How much we should punch the view
SWEP.Primary.Delay = 0.1 // How long time before you can fire again
SWEP.Primary.Force = 10 // The force of the shot
//PrimaryFire settings\

//SecondaryProp Settings\
SWEP.Secondary.NumberofShots = 1 // How many props are you firing for each shot
SWEP.Secondary.Force = 100 // The props force.
SWEP.Secondary.Spread = 0.1 // How much does the props spread ?
SWEP.Secondary.Sound = “double.wav” // Sound for the swep…
SWEP.Secondary.DefaultClip = 3 // ClipSize
SWEP.Secondary.Automatic = false // Is it automatic ?
SWEP.Secondary.AngVelocity = Angle(0,0,0) // Scary Stuff, Dont look at it !
SWEP.Secondary.Ammo = “smg1_grenade” // ammo, Leave this as pistol
SWEP.Secondary.Model = “models/weapons/mp5 grenade/w_mp5grenade.mdl” // the model you want to fire.
SWEP.Secondary.Recoil = 2 // How much we should punch the view
SWEP.Secondary.Delay = 0.5 // How much time before you can fire again
SWEP.Secondary.TakeAmmo = 1 // Ammo each shot take
SWEP.Secondary.ClipSize = 3 // ClipSize
SWEP.Secondary.Damage = 75 // Damage of the prop -.-
//SecondaryProp Settings \

– Just leave this stuff untouched :slight_smile:

//SWEP:Initialize()\
function SWEP:Initialize()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.Secondary.Sound)
if ( SERVER ) then
self:SetWeaponHoldType( self.HoldType )
end
end
//SWEP:Initialize()\

//SWEP:PrimaryFire()\
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
local bullet = {}
bullet.Num = self.Primary.NumberofShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
bullet.Tracer = 0
bullet.Force = self.Primary.Force
bullet.Damage = self.Primary.Damage
bullet.AmmoType = self.Primary.Ammo
local rnda = self.Primary.Recoil * -1
local rndb = self.Primary.Recoil * math.random(-1, 1)
self:ShootEffects()
self.Owner:FireBullets( bullet )
self.Weapon:EmitSound(Sound(self.Primary.Sound))
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
//SWEP:PrimaryFire()\

//SWEP:SecondaryFire()\
function SWEP:SecondaryAttack()
self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
self:Throw_Attack (self.Secondary.Model, self.Primary.Sound, self.Secondary.AngVelocity)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
end
//SWEP:SecondaryFire()\

//SWEP:Throw_Attack(Model, Sound, Angle)\
function SWEP:Throw_Attack (Model, Sound, Angle)
local tr = self.Owner:GetEyeTrace()
self.Weapon:EmitSound (Sound)
self.BaseClass.ShootEffects (self)
if (!SERVER) then return end
local ent = ents.Create (“prop_physics”)
ent:SetModel (Model)
ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles (self.Owner:EyeAngles())
ent:Spawn()
local phys = ent:GetPhysicsObject()
local shot_length = tr.HitPos:Length()
phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * math.pow (shot_length, 7))
phys:AddAngleVelocity(Angle)
cleanup.Add (self.Owner, “props”, ent)
undo.Create (“Thrown model”)
undo.AddEntity (ent)
undo.SetPlayer (self.Owner)
undo.Finish()
local eyetrace = self.Owner:GetEyeTrace()
self:EmitSound ( self.Secondary.Sound ) //Adds sound
self:ShootEffects()
local explode = ents.Create(“env_explosion”)
explode:SetPos( eyetrace.HitPos ) //Puts the explosion where you are aiming
explode:SetOwner( self.Owner ) //Sets the owner of the explosion
explode:Spawn()
explode:SetKeyValue(“iMagnitude”,“175”) //Sets the magnitude of the explosion
explode:Fire(“Explode”, 0, 0 ) //Tells the explode entity to explode
explode:EmitSound(“explode_7.wav”, 400, 400 ) //Adds sound to the explosion

end
//Throw_Attack(Model, Sound, Angle)\

oh and I also forgot, PLEASE REPLY!!