Help figuring out an error from console after compiling

For a model I have been messing with in maya 09 with an exporter that seems to be working fine. I have been getting various errors in console Depending on the QC file I use, labled QC 1 and QC 2 below.



Gotten from QC 2

prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs

Gotten from QC 1
Error Vertex File for 'NFSMW\wheeltest\wheel_test.mdl' checksum -1470585550 should be -419990581
Error Vertex File for 'NFSMW\wheeltest\wheel_test.mdl' checksum -1470585550 should be -419990581
Error Vertex File for 'NFSMW\wheeltest\wheel_test.mdl' checksum -1470585550 should be -419990581
Generated Spawn Icon (0 left in queue)
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_effect: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs
prop_dynamic: backwards mins/maxs

QC 1 (Its an edit of this for proper system area on my comp)


$cd “C:\Program Files\Valve\Steam\SteamApps\mario_kart64n\sourcesdk\bin”
$modelname “MyProp.mdl”
$model “studio” “prop.smd”
$cdmaterials “models\myprops”

$hboxset “default”
$surfaceprop “metal”
$keyvalues { prop_data { “base” “metal.Small” } }
$sequence idle “ragdoll.smd” fps 1.00
$collisionmodel “prop.smd” {
$concave
$mass 0.2
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}




QC 2 

$cd “C:\Users\Sonic5039\Desktop
fsmw cop car”
$modelname “NFSMW\wheeltest\wheel_test.mdl”
$model “Body” “wheels.smd”
$cdmaterials “models\NFSMW\wheeltest”

$hboxset “default”

$surfaceprop “metalvehicle”
$illumposition -1.898 0.160 29.622
$sequence idle “idle” fps 30.00
$collisionmodel “wheels.smd” {

$concave
$mass 1500.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00

}



(Only using a pre added addon to just plop the thing in so i can use the browse tab to spawn it to see if it works. As i have a bad luck of getting errors during model creation thus haven't made much.)
The compile goes through fine as follows below. My name being edited out where the username in vista would usually be after C:\users\user name.



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

Loaded QC file - “C:\Users\Sonic5039\Desktop
fsmw cop car\wheel_test.qc”

Created command line: “C:\Program Files\Steam\steamapps\sonic5039\sourcesdk\bin\ep1\bin\studiomdl.exe” -game “c:\program files\steam\steamapps\sonic5039\half-life 2\hl2” -notxbox “C:\Users\sonic5039\Desktop
fsmw cop car\wheel_test.qc”

qdir: “c:\users\Sonic5039\desktop
fsmw cop car”
gamedir: “c:\program files\steam\steamapps\sonic5039\half-life 2\hl2”
g_path: “wheel_test”
Working on “wheel_test.qc”
SMD MODEL C:\Users\Sonic5039\Desktop
fsmw cop car/wheels.smd
SMD MODEL C:\Users\sonic5039\Desktop
fsmw cop car/idle.smd
WARNING: Bad collision model, check your smoothing groups!!!
WARNING: Truncating model!!!
WARNING: C:\Users\sonic5039\Desktop
fsmw cop car/wheels.smd has bad smoothing groups
Model has 1 convex sub-parts
Collision model completed.

writing c:\program files\steam\steamapps\sonic5039\half-life 2\hl2\models/NFSMW\wheeltest\wheel_test.mdl:
bones 640 bytes (1)
animations 104 bytes (1 anims) (48 frames) [0:01]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 0 bytes
Collision model volume 6652.11 in^3
collision 0 bytes
total 1408

writing c:\program files\steam\steamapps\sonic5039\half-life 2\hl2\models/NFSMW\wheeltest\wheel_test.vvd:
vertices 29664 bytes (618 vertices)
tangents 9888 bytes (618 vertices)
total 39616 bytes

Generating optimized mesh “c:\program files\steam\steamapps\sonic5039\half-life 2\hl2\models/NFSMW\wheeltest\wheel_test.sw.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 5562 bytes
indices: 3360 bytes
bone changes: 8 bytes
everything: 9055 bytes

Generating optimized mesh “c:\program files\steam\steamapps\sonic5039\half-life 2\hl2\models/NFSMW\wheeltest\wheel_test.dx80.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 5562 bytes
indices: 3360 bytes
bone changes: 16 bytes
everything: 9063 bytes

Generating optimized mesh “c:\program files\steam\steamapps\sonic5039\half-life 2\hl2\models/NFSMW\wheeltest\wheel_test.dx90.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 5562 bytes
indices: 3360 bytes
bone changes: 16 bytes
everything: 9063 bytes

Generating optimized mesh “c:\program files\steam\steamapps\sonic5039\half-life 2\hl2\models/NFSMW\wheeltest\wheel_test.xbox.vtx”:
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 5562 bytes
indices: 3360 bytes
bone changes: 16 bytes
everything: 9063 bytes

Completed “wheel_test.qc”




Presuming this has happened somehwat due to the collision model. As the studio model is basically hollow in the sense I decided to duplicate some faces to connect to the other side of the wheel to make it 1 whole wheel. So basically like sewing something together was attempted similar to mapping to fix a leak in a map. The files I used are below (Though presuming its something I did with the wheels I am probably just better off recreating the wheel test thing rather then fixing this thing.)
Link to the files:
http://www.megaupload.com/?d=USRR7NP7
http://www.mediafire.com/?mj1rhwnwkwn

included in both are the .smd's, and the .obj of the model exported out from maya 09 so if its the smd's you can see what i meant by sewing 2 pieces together (or attemtping to and probably failing hard at it.)
As I said earlier I usually don't do a lot of 3d modeling thus have no clue what I f'd up. Thanks in advance - Sonic5039.