Model appears invisible in game

I’ve started to model in 3ds max, i did all by tutorials, exported phys and ref.smds. Got materials, made a QC, but model is small and invisible in game. How to solve this problem?
QC:



$modelname "C:\Games\Half-Life\Model Making Stuff\Models\C14\C14.mdl"
$cdmaterials "C:\Games\Half-Life\Model Making Stuff\Materials\Models"

$scale 1 
$surfaceprop "metal"

$keyvalues { "prop_data" { "base" "Metal.Large" } }


$body studio "Ref"

$collisionmodel "Ref_phys" {
    $mass  50 
    $concave
}

GuiStudioMdl log:



Created command line: "C:\Program Files\Steam\steamapps\****(Hiding my acc name)\sourcesdk\bin\ep1\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2" -notxbox "C:\Games\Half-Life\Model Making Stuff\HL2 Compile Toolkit\model_compiling_files\C14\C14.qc"

qdir:    "c:\games\half-life\model making stuff\hl2 compile toolkit\model_compiling_files\c14\"
gamedir: "c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\"
g_path:  "C14"
Working on "C14.qc"
SMD MODEL Ref.smd
SMD MODEL Ref_phys.smd
WARNING: Bad collision model, check your smoothing groups!!!
WARNING: Truncating model!!!!
WARNING: Ref_phys.smd has bad smoothing groups
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\models/C14\C14.mdl:
bones          708 bytes (1)
animations     120 bytes (1 anims) (1 frames) [0:00]
sequences      220 bytes (1 seq) 
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures        76 bytes
keyvalues       56 bytes
Collision model volume 12.42 in^3
collision        0 bytes
total         1516
---------------------
writing c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\models/C14\C14.vvd:
vertices      1536 bytes (32 vertices)
tangents       512 bytes (32 vertices)
total         2112 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\models/C14\C14.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            288 bytes
indices:           84 bytes
bone changes:       8 bytes
everything:       505 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\models/C14\C14.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            288 bytes
indices:           84 bytes
bone changes:      16 bytes
everything:       513 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\models/C14\C14.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            288 bytes
indices:           84 bytes
bone changes:      16 bytes
everything:       513 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\****(Hiding my acc name)\half-life 2\hl2\models/C14\C14.xbox.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            288 bytes
indices:           84 bytes
bone changes:      16 bytes
everything:       513 bytes

Completed "C14.qc"

[editline]02:55PM[/editline]

Anyone?

1st of all: You have no collision models or they are wrong.
$cdmaterials should lead to your game folder, it tells model where to look for textures after it’s compiled .

Here is my template that I usually use.
I have it saved and whenever I compile model I use it, if I need to add something, I do then. Always works.
I also don’t put materials as usually like /garrysmod/garrysmod/materials/models
I always put all my textures into materials/als because it’s easier to pack them for me.


 $modelname als/model.mdl
$scale 1.0
$body "Body" model.smd
$sequence idle "model" fps 30 ACT_IDLE 1
$surfaceprop "metal"
$staticprop
$cdmaterials "als/"
$collisionmodel "model_col.smd"
{
$concave
$mass 2000
}

//next is optional, it's only if you use multiple skins on model.
$texturegroup skinfamilies
{
    { "BLU" }
    { "RED" }
}
 

Hmm, ok i’ll try it out

[editline]03:09PM[/editline]

Mm, wait, how my model can’t have a collision? i can grab the invisible prop, and hit other prop with it.

your modelpath is wrong, it’s set to the folder of whatever you have open in SSDK(ep2 dods etc)
it has to be like: “model.mdl” for the models/ folder. for others, it has to be FOLDERNAME/model.mdl

oh ok, so my model is invisible because of wrong path?

[editline]04:00PM[/editline]

Oh, another question…
$modelname means where my model will be placed and how it will be named? or where it’ll be loaded from?

[editline]05:28PM[/editline]

Up: Problem isn’t solved :<

where it will be placed.
Don’t take full path, set only path for models folder.
Like not:

C:/Program Files/Steam/steamapps/whoopwhoop/garrysmod/garrysmod/models/modelname/modelname.mdl

Instead just write
modelname/modelname.mdl

hm, ok. But mdl is still invisible :<<

Just add me to steam and I will try to help.
Find it under my avatar