Error While Compiling a model in StudioCompiler

So uh, I got an error while compiling a model for Garry’s Mod. Here’s the log:

D:/Aaronautics/Games_Steam/steamapps/common/SourceSDK/bin/ep1/bin/studiomdl.exe -game "D:\Aaronautics\Games_Steam\steamapps\common\counter-strike source\cstrike" "C:\Users\Aaronautics\Documents\Aaron\Blender\Models\reachdmr\required_files\compile.qc"
qdir:    "c:\users\aaronautics\documents\aaron\blender\models\reachdmr\required_files\"
"D:\Aaronautics\Games_Steam\steamapps\common\counter-strike source\cstrike\"
Working on "compile.qc"
SMD MODEL reference.smd
SMD MODEL anims\idle.smd
MODEL anims\shoot.smd
SMD MODEL anims\reload.smd
SMD MODEL anims\draw.smd
"Bip01_L_Elbow" unused
quatinterpbone "Bip01_R_Ulna" unused
quatinterpbone "Bip01_R_Elbow" 
quatinterpbone "Bip01_L_Ulna" unused
writing D:\Aaronautics\Games_Steam\steamapps\common\counter-strike 
bones        11068 bytes (45)
  11080 bytes (4 anims) (139 frames) [0:05]
sequences     1452 bytes (4 seq) 
       164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 
textures       268 bytes
keyvalues        0 bytes
collision        0 bytes
writing D:\Aaronautics\Games_Steam\steamapps\common\counter-strike 
vertices    519552 bytes (10824 vertices)
   173184 bytes (10824 vertices)
total       692800 bytes
optimized mesh "D:\Aaronautics\Games_Steam\steamapps\common\counter-strike source\cstrike\models/weapons\c_reach_dmr.sw.vtx":
short conversion out of range 48582
ERROR: Aborted Processing on 'weapons\c_reach_dmr.mdl'

StudioMDL Thread complete

Anybody know what it means and how I can fix it?

As far as I know StudioCompiler is very outdated it’s better to use Crowbar or GUIStudioMDL.
Anyway. Your model is too complex and has too many vertices.
Max vertices is about 32767, or 10000 polygons.
If you really want to have that many, which isn’t really a good idea unless performance isn’t a big deal like in SFM, stick cra0kalo’s hacked studiomdl into the SFM/CSGO/Dota 2 bin.
Actually not certain if the SFM/CSGO/Dota 2 studiomdl supports high poly shit by itself, but I’m pretty certain cra0kalo’s does

Thanks for the suggestion. I actually have Crowbar and GUIStudioMDL lying around here in my PC. I just got used to StudioCompiler because it’s the first that I downloaded. Now all I need to do is learn how to lower the number of polygons in my model.

Anybody know how to do that in Blender 2.74?

You can split parts of your model into separate SMD’s, then define each part in your QC as a different part.
In this case, you can split what I’m assuming is the Halo Reach DMR by making on mesh the scope, and so on with other parts of the gun.

I’m actually done with it already ._.
Here it is:

It’s missing the ammo counter though because I painted the textures for it all black.

Are you zoomed in or does that gun naturally take up half the screen?

It takes up half the screen. I’m gonna try fixing it next time when I feel like it.

does changing viewmodel_fov make it look better ?

Haven’t tried but I’ll take a look tomorrow.