Compiling Error on creation of Playermodel. Error involves face flexes, Please help...

The title tells all…:

Compiling Error:
ERROR: c:\users\jonathan\desktop\deo\mdldecompiler.qc(21): - Rule for unknown flex Left_Eyelid_Down
ERROR: Aborted Processing on ‘Steinman\BF3\Ruskie_Medic.mdl’

The .qc file coding:

**$cd “C:\Users\Jonathan\Desktop/deo”
$modelname “Steinman\BF3\Ruskie_Medic.mdl”
$model “Body” “Body.smd” {
flexfile “mdldecompiler_expressions.vta” {
}
eyeball righteye ValveBiped.Bip01_Head1 -1.350 -3.070 68.150 eyeball_r 1.000 4.000 rus_assault_face_diffuse 0.630
eyeball lefteye ValveBiped.Bip01_Head1 1.120 -3.070 68.150 eyeball_l 1.000 -4.000 rus_assault_face_diffuse 0.630
eyelid upper_right “mdldecompiler_expressions.vta” lowerer 1 0.000000 neutral 0 0.000000 raiser 1 0.000000 split 0.1 eyeball righteye
eyelid lower_right “mdldecompiler_expressions.vta” lowerer 2 0.000000 neutral 0 0.000000 raiser 2 0.000000 split 0.1 eyeball righteye
eyelid upper_left “mdldecompiler_expressions.vta” lowerer 3 0.000000 neutral 0 0.000000 raiser 3 0.000000 split -0.1 eyeball lefteye
eyelid lower_left “mdldecompiler_expressions.vta” lowerer 4 0.000000 neutral 0 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye
mouth 0 “mouth” ValveBiped.Bip01_Head1 0.000 1.000 0.000
flexcontroller phoneme Nothing “range” 0.000 1.000
flexcontroller phoneme Left_Eyelid_Down “range” 0.000 1.000
flexcontroller phoneme Right_Eyelid_Down “range” 0.000 1.000
flexcontroller phoneme Left_Eyelid_Up “range” 0.000 1.000
flexcontroller phoneme Right_Eyelid_Up “range” 0.000 1.000
flexcontroller phoneme Left_Lowerlid_Up “range” 0.000 1.000
flexcontroller phoneme Right_Lowerlid_Up “range” 0.000 1.000
flexcontroller phoneme Noting “range” 0.000 1.000
%Left_Eyelid_Down = Left_Eyelid_Down
%Right_Eyelid_Down = Right_Eyelid_Down
%Left_Eyelid_Up = Left_Eyelid_Up
%Right_Eyelid_Up = Right_Eyelid_Up
%Left_Lowerlid_Up = Left_Lowerlid_Up
%Right_Lowerlid_Up = Right_Lowerlid_Up
%Noting = Noting
}

$model “Helmet” “Helmet.smd” {
flexfile “mdldecompiler_expressions.vta” {
}
mouth 0 “mouth” ValveBiped.Bip01_Head1 0.000 1.000 0.000
}

$cdmaterials “tlsaudrl2548\BF3\RUSMP”
$cdmaterials “tlsaudrl2548\BF3\RUSMP\Woodland”
$cdmaterials “tlsaudrl2548\BF3\RUSMP\Desert”
$texturegroup skinfamilies
{
{“rus_assault_face_diffuse.vmt”
“eyeball_r.vmt”
“eyeball_l.vmt”
“rus_assault_gear_diffuse.vmt”
“rus_assault_upperbody_diffuse.vmt”
“rus_assault_boots_diffuse.vmt”
“rus_assault_lowerbody_diffuse.vmt”
“rus_assault_lowgear_diffuse.vmt”
}
{“rus_assault_face_diffuse.vmt”
“eyeball_r.vmt”
“eyeball_l.vmt”
“rus_assault_gear_diffuse_woodland.vmt”
“rus_assault_upperbody_diffuse_woodland.vmt”
“rus_assault_boots_diffuse_woodland.vmt”
“rus_assault_lowerbody_diffuse_woodland.vmt”
“rus_assault_lowgear_diffuse_woodland.vmt”
}
{“rus_assault_face_diffuse.vmt”
“eyeball_r.vmt”
“eyeball_l.vmt”
“rus_assault_gear_diffuse_desert.vmt”
“rus_assault_upperbody_diffuse_desert.vmt”
“rus_assault_boots_diffuse_desert.vmt”
“rus_assault_lowerbody_diffuse_desert.vmt”
“rus_assault_lowgear_diffuse_desert.vmt”
}
}
$hboxset “default”
$hbox 2 “ValveBiped.Bip01_Pelvis” -8.120 -7.360 -7.080 8.530 8.430 5.440
$hbox 2 “ValveBiped.Bip01_Spine” -4.510 -3.730 -7.470 12.340 11.010 7.630
$hbox 2 “ValveBiped.Bip01_Spine1” -2.410 -4.880 -8.400 11.150 9.500 8.510
$hbox 2 “ValveBiped.Bip01_Spine4” -4.060 -1.420 -7.560 5.940 8.580 7.440
$hbox 2 “ValveBiped.Bip01_Neck1” -4.320 -5.720 -4.640 5.710 3.660 4.630
$hbox 1 “ValveBiped.Bip01_Head1” -3.680 -7.980 -4.630 9.290 3.190 4.460
$hbox 5 “ValveBiped.Bip01_R_Clavicle” 0.360 -5.850 -7.340 10.360 2.150 2.660
$hbox 5 “ValveBiped.Bip01_R_UpperArm” -2.450 -4.230 -3.500 15.580 2.770 3.500
$hbox 5 “ValveBiped.Bip01_R_Forearm” -3.100 -2.820 -1.810 11.900 2.180 3.190
$hbox 5 “ValveBiped.Bip01_R_Hand” -2.920 -1.980 -2.660 5.180 2.040 2.870
$hbox 4 “ValveBiped.Bip01_L_Clavicle” 0.050 -6.390 -4.390 9.050 2.610 5.610
$hbox 4 “ValveBiped.Bip01_L_UpperArm” -0.890 -3.840 -3.000 14.110 4.160 3.000
$hbox 4 “ValveBiped.Bip01_L_Forearm” -0.920 -2.530 -3.410 11.080 2.470 1.590
$hbox 4 “ValveBiped.Bip01_L_Hand” -2.260 -1.740 -2.870 5.190 1.990 2.680
$hbox 7 “ValveBiped.Bip01_R_Thigh” -3.000 -4.000 -4.500 17.000 6.000 4.500
$hbox 7 “ValveBiped.Bip01_R_Calf” -3.480 -3.500 -4.640 20.630 3.500 2.400
$hbox 7 “ValveBiped.Bip01_R_Foot” -3.390 -4.310 -4.390 9.420 4.590 1.050
$hbox 6 “ValveBiped.Bip01_L_Thigh” -1.000 -5.000 -4.000 19.000 5.000 4.000
$hbox 6 “ValveBiped.Bip01_L_Calf” -3.320 -3.500 -2.760 20.630 3.500 4.640
$hbox 6 “ValveBiped.Bip01_L_Foot” -4.370 -5.160 -1.690 9.420 4.620 4.380
$attachment “eyes” “ValveBiped.Bip01_Head1” 3.76 -4.42 -0.04 rotate 0.00 -80.10 -90.00
$attachment “mouth” “ValveBiped.Bip01_Head1” 1.00 -6.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment “anim_attachment_RH” “ValveBiped.Anim_Attachment_RH” -0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment “anim_attachment_LH” “ValveBiped.Anim_Attachment_LH” 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment “anim_attachment_head1” “ValveBiped.Bip01_Head1” 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$attachment “forward” “ValveBiped.forward” 0.00 0.00 0.00 rotate 0.00 0.00 -0.00
$attachment “neck” “ValveBiped.Bip01_Neck1” 3.00 -4.00 0.00 rotate 0.00 -90.00 -90.00
$includemodel “m_anm.mdl”
$includemodel “m_gst.mdl”
$includemodel “m_pst.mdl”
$includemodel “m_shd.mdl”
$includemodel “m_ss.mdl”
$surfaceprop “flesh”
$eyeposition 0.000 -0.000 70.000
$illumposition -0.127 0.021 34.768
$sequence ragdoll “ragdoll” ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000**

May anyone please help or give a suggestion to resolve my problem? Thank you.

try deleting anything that has to do with face flexes since they break when compiling

Thanks…