Left 4 Dead 2 Model Replacement Issue

I’ve seem to run into an issue with some mesh stretching. It is very annoying and I haven’t figured out how to fix it. :suicide:

My problem is whenever I try to swap a melee weapon with another model, this happens…

http://puu.sh/bJWUa/e54b9e892b.jpg

Any help will be much appreciated.

Here are my qc files:

World Model:


$modelname "weapons\melee\w_machete.mdl"

$bodygroup "w_machete"
{
	studio "w_hatchet_reference.smd"
}


$cdmaterials "models\weapons\melee\"

$attachment "null" "ValveBiped.weapon_bone" 0 0 0 rotate 0 0 0
$attachment "attach_blade" "ValveBiped.weapon_bone" 0 20 0 rotate 0 0 0

$surfaceprop "default"

$contents "solid"





$sequence "machete" "w_machete_anims\machete.smd" {
	fps 30
}

$collisionmodel "w_hatchet_physics.smd"
{
	$mass 20
	$inertia 1
	$damping 0
	$rotdamping 1
	$concave

}

$bonemerge "ValveBiped.weapon_bone"

View Model:


$modelname "weapons\melee\v_machete.mdl"

$bodygroup "Body"
{
	studio "v_hatchet_reference.smd"
}


$poseparameter "ver_aims" -1 1 0
$poseparameter "move_x" -1 1 0

$cdmaterials "models\weapons\melee\"

$attachment "attach_blur" "ValveBiped.weapon_clip" 0 0 0 rotate 0 0 0
$attachment "attach_shell_eject" "ValveBiped.attach_shell_eject" 0 0 0 rotate 0 0 0
$attachment "attach_muzzle" "ValveBiped.attach_muzzle" 0 0 0 rotate 0 0 0
$attachment "attach_camera" "ValveBiped.attach_camera" 0 0 0 rotate 0 0 0
$attachment "attach_blade" "ValveBiped.weapon_bone" 0 20 0 rotate 0 0 0

$surfaceprop "default"

$contents "solid"



$animation "a_pose_neutral" "v_machete_anims\a_pose_neutral.smd" {
	fps 30
}
$animation "a_pose_trans_neutral" "v_machete_anims\a_pose_trans_neutral.smd" {
	fps 30
	// subtract "a_pose_neutral" 0
}
$animation "a_pose_trans_up" "v_machete_anims\a_pose_trans_up.smd" {
	fps 30
	// subtract "a_pose_neutral" 0
}
$animation "a_pose_trans_down" "v_machete_anims\a_pose_trans_down.smd" {
	fps 30
	// subtract "a_pose_neutral" 0
}
$animation "a_run" "v_machete_anims\a_run.smd" {
	fps 30
	loop
}
$animation "a_idle" "v_machete_anims\a_idle.smd" {
	fps 30
}


$sequence "deploy" "v_machete_anims\deploy.smd" {
	fps 30
	"ACT_VM_DRAW" 1
}

$sequence "vaims" {
	"a_pose_trans_down"
	"a_pose_trans_neutral"
	"a_pose_trans_up"
	fps 30
	// subtract "a_pose_neutral" 0
	// delta
	hidden
	blendwidth 3
	blend "ver_aims" 1 -1
}

$sequence "idle" {
	"a_run"
	"a_idle"
	"a_run"
	fps 30
	"ACT_VM_IDLE" 1
	loop
	blendwidth 3
	blend "move_x" -1 1
	// addlayer "vaims"
}

$sequence "attack_ne_sw" "v_machete_anims\attack_ne_sw.smd" {
	fps 40
	"ACT_VM_PRIMARYATTACK" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 6.99999986588955 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "attack_ne_sw_layer" "v_machete_anims\attack_ne_sw_layer.smd" {
	fps 40
	"ACT_VM_SHOOT_LAYER" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 6.99999986588955 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "attack_e_w" "v_machete_anims\attack_e_w.smd" {
	fps 40
	"ACT_VM_HITLEFT" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 4.00000007450581 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "attack_e_w_layer" "v_machete_anims\attack_e_w_layer.smd" {
	fps 40
	"ACT_VM_HITLEFT_LAYER" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 4.00000007450581 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "attack_w_e" "v_machete_anims\attack_w_e.smd" {
	fps 35
	"ACT_VM_HITRIGHT" 1
	snap
	{ event AE_CL_CREATE_PARTICLE_EFFECT 3.99999991059303 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "attack_w_e_layer" "v_machete_anims\attack_w_e_layer.smd" {
	fps 35
	"ACT_VM_HITRIGHT_LAYER" 1
	snap
	{ event AE_CL_CREATE_PARTICLE_EFFECT 3.99999991059303 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "strong_swing" "v_machete_anims\strong_swing.smd" {
	fps 30
	"ACT_VM_SWINGHARD" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 4.00000002980232 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "strong_swing_layer" "v_machete_anims\strong_swing_layer.smd" {
	fps 30
	"ACT_VM_SWINGHARD_LAYER" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 4.00000002980232 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "secondary_attack" "v_machete_anims\secondary_attack.smd" {
	fps 30
	"ACT_VM_SECONDARYATTACK" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 3.99999998509884 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$sequence "secondary_attack_layer" "v_machete_anims\secondary_attack_layer.smd" {
	fps 30
	"ACT_VM_SECONDARYATTACK_LAYER" 1
	{ event AE_CL_CREATE_PARTICLE_EFFECT 3.99999998509884 "weapon_melee_blur_machete follow_attachment attach_blur" }
}

$bonemerge "ValveBiped.ValveBiped"
$bonemerge "ValveBiped.Bip01"
$bonemerge "ValveBiped.Camera"
$bonemerge "ValveBiped.weapon_bone"
$bonemerge "ValveBiped.attach_muzzle"
$bonemerge "ValveBiped.attach_shell_eject"
$bonemerge "ValveBiped.attach_camera"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_L_Clavicle"
$bonemerge "ValveBiped.Bip01_L_UpperArm"
$bonemerge "ValveBiped.Bip01_L_Forearm"
$bonemerge "ValveBiped.Bip01_L_Hand"
$bonemerge "ValveBiped.Bip01_L_Finger4"
$bonemerge "ValveBiped.Bip01_L_Finger41"
$bonemerge "ValveBiped.Bip01_L_Finger42"
$bonemerge "ValveBiped.Bip01_L_Finger3"
$bonemerge "ValveBiped.Bip01_L_Finger31"
$bonemerge "ValveBiped.Bip01_L_Finger32"
$bonemerge "ValveBiped.Bip01_L_Finger2"
$bonemerge "ValveBiped.Bip01_L_Finger21"
$bonemerge "ValveBiped.Bip01_L_Finger22"
$bonemerge "ValveBiped.Bip01_L_Finger1"
$bonemerge "ValveBiped.Bip01_L_Finger11"
$bonemerge "ValveBiped.Bip01_L_Finger12"
$bonemerge "ValveBiped.Bip01_L_Finger0"
$bonemerge "ValveBiped.Bip01_L_Finger01"
$bonemerge "ValveBiped.Bip01_L_Finger02"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Bip01_R_Finger4"
$bonemerge "ValveBiped.Bip01_R_Finger41"
$bonemerge "ValveBiped.Bip01_R_Finger42"
$bonemerge "ValveBiped.Bip01_R_Finger3"
$bonemerge "ValveBiped.Bip01_R_Finger31"
$bonemerge "ValveBiped.Bip01_R_Finger32"
$bonemerge "ValveBiped.Bip01_R_Finger2"
$bonemerge "ValveBiped.Bip01_R_Finger21"
$bonemerge "ValveBiped.Bip01_R_Finger22"
$bonemerge "ValveBiped.Bip01_R_Finger1"
$bonemerge "ValveBiped.Bip01_R_Finger11"
$bonemerge "ValveBiped.Bip01_R_Finger12"
$bonemerge "ValveBiped.Bip01_R_Finger0"
$bonemerge "ValveBiped.Bip01_R_Finger01"
$bonemerge "ValveBiped.Bip01_R_Finger02"
$bonemerge "ValveBiped.Bip01_R_Forearm_driven"
$bonemerge "ValveBiped.Bip01_R_Driven_ulna"
$bonemerge "ValveBiped.Bip01_R_thumbroot"
$bonemerge "ValveBiped.Bip01_L_Forearm_driven"
$bonemerge "ValveBiped.Bip01_L_Driven_ulna"
$bonemerge "ValveBiped.Bip01_L_thumbroot"
$bonemerge "ValveBiped.hlp_wrist01_L"
$bonemerge "ValveBiped.hlp_ulna02_L"
$bonemerge "ValveBiped.hlp_ulna01_L"
$bonemerge "ValveBiped.hlp_wrist01_R"
$bonemerge "ValveBiped.hlp_ulna01_R"

Don’t mean to bump but I forgot to say that the world model has some pretty bad physics and I can’t seem to fix that either.

Bump.