Editing .qc without decompiling

I’ve got a problem. I would like to make a playermodel from a ragdoll by following this tutorial: http://www.facepunch.com/showthread.php?t=764320

I’ve decompiled it, edited .qc. But when i’ve tried to compile it, GUI Stdio MDL said that my model has too many vertexes/triangles. I have no ability to optimize my model so my question is: how can I edit .QC file WITHOUT DECOMPILING OR COMPILING? I’ve tried to edit .mdl file w/notepad but it crashes my gmod.

BTW, the only thing I need to add is:



$includemodel "m_anm.mdl"  
$includemodel "m_gst.mdl"  
$includemodel "m_pst.mdl"  
$includemodel "m_shd.mdl"  
$includemodel "m_ss.mdl"  


Model file: http://dl.dropbox.com/u/7928531/mclane.zip

that’s impossible, you might need to play the the guistudiomdl options to get it to compile again.

Try finding this: PAC2 Bone Merge, i’m told it lets you apply player anims to Valve Biped models in-game without them having the anims (which is what your after).

This is working! But now i got another problem. Finger bones are f*cked up like here:
http://a.imageshack.us/img40/7039/gmpshugeflatconstructsvt.jpg

I’ve tried to use “Fix fingers” flag, but fingers are still away:
http://a.imageshack.us/img32/5202/gmpshugeflatconstructsvr.jpg

So, two fingers on each hand are in the center of the map:
http://a.imageshack.us/img694/5665/gmpshugeflatconstructsvi.jpg

I’ve tried to play with finger bones settings, but fingers are still very long.
Any ideas how to fix that?

Probberly means those fingers arn’t rigged to the finger bones, which you can only fix by decompiling and re-rigging them.

I think fingers are rigged properly because npc i made from this ragdoll works fine and has no problems with fingers. Maybe any PAC bones options?

You’d have to ask whoever coded PAC2 about that.

There was nothing wrong when I recompiled this model. Try decompiling it using a different decompiler.