Counter Strike Source Compiled models appear in wrong position.

Hello everyone while I am new to facepunch, I am NOT new to modelling. anyway using “studiomdl.exe” I am trying to make a halo 1 pistol as a skin replacement for the deagle, YES! I already know there is a deagle skin out there of the h1 pistol but I am trying to port more halo weapons and I am using the pistol as a start. I currently have the models decompiled, when I compile my qc file it works, but the Model itself appears like this all the animations work but the position is off.

https://drive.google.com/file/d/0B7Oss3XaDRsjd2FtWHNzci1tUGs/view?usp=sharing

here is my qc script

// Created by Crowbar 0.34.0.0

$ModelName “weapons/v_pist_deagle.mdl”

$BodyGroup “studio”
{
studio “v_pist_deagle_reference.smd”
}

$SurfaceProp “default”

$Contents “solid”

$MaxEyeDeflection 90

$CDMaterials “models\Weapons\haloweapons\v_m6d”

$Attachment “muzzle” “frame gun” 5 0 2.5 rotate 0 0 0
$Attachment “1” “frame gun” 0 0 3.5 rotate 0 90 180

$CBox 0 0 0 0 0 0

$BBox -10.175 -15.883 -17.155 20.363 11.732 -2.96

$Sequence “idle” {
“v_pist_deagle_anims\magnum_idle.smd”
activity “ACT_VM_IDLE” 1
fadein 0.2
fadeout 0.2
snap
fps 30
}

$Sequence “shoot1” {
“v_pist_deagle_anims\magnum_fire.smd”
activity “ACT_VM_PRIMARYATTACK” 1
{ event 5001 0 “1” }
{ event AE_CLIENT_EFFECT_ATTACH 0 “EjectBrass_9mm 2 100” }
fadein 0.2
fadeout 0.2
snap
fps 30
}

$Sequence “shoot2” {
“v_pist_deagle_anims\magnum_fire.smd”
activity “ACT_VM_PRIMARYATTACK” 1
{ event 5001 0 “1” }
{ event AE_CLIENT_EFFECT_ATTACH 0 “EjectBrass_9mm 2 100” }
fadein 0.2
fadeout 0.2
snap
fps 30
}

$Sequence “empty” {
“v_pist_deagle_anims\magnum_fire.smd”
activity “ACT_VM_DRYFIRE” 1
{ event 5001 0 “21” }
{ event AE_CLIENT_EFFECT_ATTACH 0 “EjectBrass_9mm 2 100” }
fadein 0.2
fadeout 0.2
snap
fps 30
}

$Sequence “reload” {
“v_pist_deagle_anims\magnum_reload.smd”
activity “ACT_VM_RELOAD” 1
{ event 5004 1 “Weapon_M6D.Reload” }
fadein 0.2
fadeout 0.2
snap
fps 30
}

$Sequence “draw2” {
“v_pist_deagle_anims\magnum_draw.smd”
activity “ACT_VM_DRAW” 1
{ event 5004 1 “Weapon_M6D.Draw” }
fadein 0.2
fadeout 0.2
snap
fps 30
}

Again, it compiles but appears offscreen, any commands or parameters I should use to fix this? (P.S don’t mind the missing textures on the arms I can fix that myself)

Thnaks for any replies!