Collision mesh problem

I am trying to compile this darn model, but the collision mesh is not working. Below is a image of it in hlmv, and also the collision mesh inside of blender. The compiling log is giving me no errors, all of the shapes in the collision mesh seems to do fine, except for the middle body. Its being torn apart upon compile, or simply being ignored. I have actually solved a couple error messages when it was compiling by adjusting the model. But I guess they had nothing to do with it because it still turns out bad! I have provided a compiling log, and qc file.

COMPILE LOG

GUIStudioMDL 2.2/Source - © 2007 Neil ‘Jed’ Jedrzejewski - http://www.wunderboy.org/

Created command line: “C:\Program Files (x86)\Steam\steamapps\skywalker113\sourcesdk\bin\orangebox\bin\studiomdl.exe” -game “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod” -nop4 -nox360 “L:\3d animation\Blender\smds\v22.qc”

qdir: “l:\3d animation\blender\smds”
gamedir: “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod”
g_path: “L:\3d animation\Blender\smds\v22.qc”
Building binary model files…
Working on “v22.qc”
SMD MODEL v22.smd
SMD MODEL idle.smd
SMD MODEL v22-phy.smd
Model has 14 convex sub-parts
Collision model completed.
Computed Mass: 0.00 kg

writing C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\models/props/v22.mdl:
bones 964 bytes (1)
animations 112 bytes (1 anims) (1 frames) [0:01]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 400 bytes
keyvalues 56 bytes
bone transforms 0 bytes
Collision model volume 18623084.00 in^3
collision 0 bytes
total 2736

writing C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\models/props/v22.vvd:
vertices 589584 bytes (12283 vertices)
tangents 196528 bytes (12283 vertices)
total 786176 bytes

Generating optimized mesh “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\models/props/v22.sw.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 54 bytes
strip groups: 150 bytes
strips: 162 bytes
verts: 110547 bytes
indices: 110952 bytes
bone changes: 56 bytes
everything: 221985 bytes

Generating optimized mesh “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\models/props/v22.dx80.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 54 bytes
strip groups: 150 bytes
strips: 162 bytes
verts: 110547 bytes
indices: 110952 bytes
bone changes: 56 bytes
everything: 221985 bytes

Generating optimized mesh “C:\Program Files (x86)\Steam\steamapps\skywalker113\garrysmod\garrysmod\models/props/v22.dx90.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 54 bytes
strip groups: 150 bytes
strips: 162 bytes
verts: 110547 bytes
indices: 110952 bytes
bone changes: 56 bytes
everything: 221985 bytes

Completed “v22.qc”

QC FILE

$modelname “props/v22.mdl”
$body mybody “v22.smd”
$staticprop
$surfaceprop “metal”
$cdmaterials “models/props”
$scale 1

$sequence idle “idle.smd” loop fps 1

$collisionmodel “v22-phy.smd” {
$automass
$concave
}

$keyvalues
{
“prop_data”
{
“base” “Metal.Medium”
}
}

,
NOTE This model inside of half life model viewer seems to be messing with the program as well. Its leaving imprents on the screen of angles it was once being viewed at. And also, this model has taken over another model of mine I compiled. by displaying its self when I view the other model in the model viewer.

Do you need to concave the collision model?

I think so. Isnt it required?

that collision model is way too detailed, it only needs to be an outline of the model itself

also different smoothing groups for separate objects

The program im using is blender 2.49. I have tried seperating the objects into different ones, applying smoothing to each one, and exporting. But the half life smd exporter wont take multiple objects selected. It says console error. What should I do?

I know the collision model is dense, does it have something to do with not compiling correctly?

It’s being compiled exactly as it should. It uses the extents of each object. That center object needs to be broken into 4 separate bodies.

Ok I was able to get a decent collision mesh by segmenting out the body. Although, how can I get the windows to be transparent and reflective?