Model compiling in the wrong direction?

Whenever I try to compile my models, it model faces the wrong direction in game.
First I decompiled a css weapon, edited the mesh, saved it again and recompiled it using the decompiler .qc
When I get in game, you can’t see the model because it is facing the wrong way.
QC File:
[lua]
$cd “C:\Documents and Settings\HP_Owner\My Documents\High Res Weapon\assator”
$modelname “weapons\v_smg_mac10.mdl”
$model “studio” “mac10_reference.smd”
$model “hands” “hands_reference.smd”
$cdmaterials “models\weapons\V_models\smg_mac10”
$cdmaterials “models\weapons\v_models\hands”
$hboxset “default”
$hbox 0 “v_weapon.mac10_parent” -0.947 -1.041 -5.123 0.756 4.486 4.249
$hbox 0 “v_weapon.Hands_parent” -4.654 -9.747 0.000 7.447 0.000 6.902
$hbox 0 “v_weapon.Left_Arm” -0.319 -1.833 -1.434 8.563 1.491 1.708
$hbox 0 “v_weapon.Left_Hand” -0.780 -1.856 -1.460 3.655 1.901 1.020
$hbox 0 “v_weapon.Left_Thumb01” -0.038 -0.957 -1.026 2.195 0.816 0.689
$hbox 0 “v_weapon.Left_Thumb_02” -0.557 -0.812 -0.925 1.705 0.536 0.541
$hbox 0 “v_weapon.Left_Pinky01” -0.563 -0.567 -0.680 1.253 1.426 0.518
$hbox 0 “v_weapon.Left_Ring01” -0.051 -0.398 -0.616 1.498 0.636 0.413
$hbox 0 “v_weapon.L_wrist_helper” -0.805 -6.918 -1.161 1.745 0.000 2.128
$hbox 0 “v_weapon.Right_Arm” -0.402 -1.437 -1.576 8.544 1.387 1.609
$hbox 0 “v_weapon.Right_Hand” -0.402 -1.775 -1.494 3.638 1.715 0.913
$hbox 0 “v_weapon.Right_Thumb01” -0.867 -1.013 -1.300 2.356 1.051 0.852
$hbox 0 “v_weapon.Right_Thumb02” -1.285 -0.580 -0.979 1.751 0.994 0.680
$hbox 0 “v_weapon.Right_Middle01” -0.061 -0.689 -0.475 1.376 0.379 0.545
$hbox 0 “v_weapon.Right_Ring01” -0.256 -0.648 -0.542 1.312 0.423 0.473
$hbox 0 “v_weapon.Right_Pinky01” -0.456 -1.085 -0.539 1.124 0.488 0.691
$hbox 0 “v_weapon.R_wrist_helper” -1.175 -7.124 -1.587 1.829 0.933 2.029
// Model uses material “black.vmt”
// Model uses material “v_hands.vmt”
$attachment “1” “v_weapon.mac10_parent” -0.00 3.00 5.00 rotate -0.00 0.00 -0.00
$attachment “2” “v_weapon.mac10_parent” -0.00 3.50 -0.00 rotate -20.00 15.00 -0.00
$surfaceprop “default”
$illumposition 7.765 2.405 -6.776
$sequence mac10_idle “mac10_idle” ACT_VM_IDLE 1 fps 12.00
$sequence mac10_reload “mac10_reload” ACT_VM_RELOAD 1 fps 35.00 {
{ event 5004 22 “Weapon_MAC10.Clipout” }
{ event 5004 55 “Weapon_MAC10.Clipin” }
{ event 5004 87 “Weapon_MAC10.Boltpull” }
}

$sequence mac10_fire “mac10_fire” ACT_VM_PRIMARYATTACK 1 fps 40.00 {
{ event 5001 0 “1” }
{ event AE_CLIENT_EFFECT_ATTACH 0 “EjectBrass_9mm 2 100” }
}

$sequence mac10_fire2 “mac10_fire2” ACT_VM_PRIMARYATTACK 1 fps 40.00 {
{ event 5001 0 “1” }
{ event AE_CLIENT_EFFECT_ATTACH 0 “EjectBrass_9mm 2 100” }
}

$sequence mac10_fire3 “mac10_fire3” ACT_VM_PRIMARYATTACK 1 fps 40.00 {
{ event 5001 0 “1” }
{ event AE_CLIENT_EFFECT_ATTACH 0 “EjectBrass_9mm 2 100” }
}

$sequence mac10_draw “mac10_draw” ACT_VM_DRAW 1 fps 30.00
[/lua]
Does anyone know why this is happening?

I persume you’re talking about a rotation to the left or right by 90 degrees. All you have to do is add rotate 90 or -90 behind all sequences. So it would be this:


$cd "C:\Documents and Settings\HP_Owner\My Documents\High Res Weapon\assator"
$modelname "weapons\v_smg_mac10.mdl"
$model "studio" "mac10_reference.smd"
$model "hands" "hands_reference.smd"
$cdmaterials "models\weapons\V_models\smg_mac10\"
$cdmaterials "models\weapons\v_models\hands\"
$hboxset "default"
$hbox 0 "v_weapon.mac10_parent" -0.947  -1.041  -5.123  0.756  4.486  4.249
$hbox 0 "v_weapon.Hands_parent" -4.654  -9.747  0.000  7.447  0.000  6.902
$hbox 0 "v_weapon.Left_Arm" -0.319  -1.833  -1.434  8.563  1.491  1.708
$hbox 0 "v_weapon.Left_Hand" -0.780  -1.856  -1.460  3.655  1.901  1.020
$hbox 0 "v_weapon.Left_Thumb01" -0.038  -0.957  -1.026  2.195  0.816  0.689
$hbox 0 "v_weapon.Left_Thumb_02" -0.557  -0.812  -0.925  1.705  0.536  0.541
$hbox 0 "v_weapon.Left_Pinky01" -0.563  -0.567  -0.680  1.253  1.426  0.518
$hbox 0 "v_weapon.Left_Ring01" -0.051  -0.398  -0.616  1.498  0.636  0.413
$hbox 0 "v_weapon.L_wrist_helper" -0.805  -6.918  -1.161  1.745  0.000  2.128
$hbox 0 "v_weapon.Right_Arm" -0.402  -1.437  -1.576  8.544  1.387  1.609
$hbox 0 "v_weapon.Right_Hand" -0.402  -1.775  -1.494  3.638  1.715  0.913
$hbox 0 "v_weapon.Right_Thumb01" -0.867  -1.013  -1.300  2.356  1.051  0.852
$hbox 0 "v_weapon.Right_Thumb02" -1.285  -0.580  -0.979  1.751  0.994  0.680
$hbox 0 "v_weapon.Right_Middle01" -0.061  -0.689  -0.475  1.376  0.379  0.545
$hbox 0 "v_weapon.Right_Ring01" -0.256  -0.648  -0.542  1.312  0.423  0.473
$hbox 0 "v_weapon.Right_Pinky01" -0.456  -1.085  -0.539  1.124  0.488  0.691
$hbox 0 "v_weapon.R_wrist_helper" -1.175  -7.124  -1.587  1.829  0.933  2.029
// Model uses material "black.vmt"
// Model uses material "v_hands.vmt"
$attachment "1" "v_weapon.mac10_parent" -0.00 3.00 5.00 rotate -0.00 0.00 -0.00
$attachment "2" "v_weapon.mac10_parent" -0.00 3.50 -0.00 rotate -20.00 15.00 -0.00
$surfaceprop "default"
$illumposition 7.765 2.405 -6.776
$sequence mac10_idle "mac10_idle" ACT_VM_IDLE 1 fps 12.00 rotate 90
$sequence mac10_reload "mac10_reload" ACT_VM_RELOAD 1 fps 35.00 rotate 90 {
  { event 5004 22 "Weapon_MAC10.Clipout" }
  { event 5004 55 "Weapon_MAC10.Clipin" }
  { event 5004 87 "Weapon_MAC10.Boltpull" }
} 

$sequence mac10_fire "mac10_fire" ACT_VM_PRIMARYATTACK 1 fps 40.00 rotate 90 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence mac10_fire2 "mac10_fire2" ACT_VM_PRIMARYATTACK 1 fps 40.00 rotate 90 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence mac10_fire3 "mac10_fire3" ACT_VM_PRIMARYATTACK 1 fps 40.00 rotate 90 {
  { event 5001 0 "1" }
  { event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_9mm 2 100" }
}

$sequence mac10_draw "mac10_draw" ACT_VM_DRAW 1 fps 30.00 rotate 90


Not too sure if it should be before or after the table though.