Need help with a player model.

So, I’m new to this stuff but I can’t get this model to work.
I have the model itself and the textures, what do next? The model comes with bones I think.
As I said, newb, here’s the crappy .qc



$modelname "player/purpleheartv.mdl"
 
$model "PurpleHeartV" "purpleheart_reference.smd"

$cdmaterials "models/player/purpleheartv/"

$texturegroup "skin1"
{
	   { "Body1"}
}
// Model uses material "face_c.vmt"
// Model uses material "hair_c.vmt"
// Model uses material "body_c.vmt"

$surfaceprop "flesh"

$contents "solid"


$sequence ragdoll "purpleheart_collision.smd" {
	fps 30
	"ACT_DIERAGDOLL" 1
}

$collisionjoints "purpleheart_collision.smd"

I’m not worried about the textures right now so skip that, I wanna get the model to link as a female citizen model since this model is shorter than the male citizen model.
What am I doing wrong? purpleheart_reference is the model itself, I think I need the collision model or bones. How would I go about doing it? Also I can use help cleaning up the qc.

Use this QC and change everything how you need:


$cd "C:\Manhunt\Hoods\1"
$surfaceprop "flesh"
$modelname "mhood1.mdl"
$include "ragdoll.qci" 
$include "hitbox.qci"
$include "commonbones.qci"
$includemodel "m_anm.mdl"
$includemodel "m_gst.mdl"
$includemodel "m_pst.mdl"
$includemodel "m_shd.mdl"
$includemodel "m_ss.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$cdmaterials "models\Hoods\"
$texturegroup "texturegroup"
{
{ "Hod_BodM1A_128" "Hod_HedM1A_128" }
{ "Hod_BodM1A_128" "Hod_HedM1B_128" }
{ "Hod_BodM1A_128" "Hod_HedM1C_128" }
{ "Hod_BodM1B_128" "Hod_HedM1A_128" }
{ "Hod_BodM1B_128" "Hod_HedM1B_128" }
{ "Hod_BodM1B_128" "Hod_HedM1C_128" }
{ "Hod_BodM1C_128" "Hod_HedM1A_128" }
{ "Hod_BodM1C_128" "Hod_HedM1B_128" }
{ "Hod_BodM1C_128" "Hod_HedM1C_128" }
}

$model studio "Hood.smd"
$surfaceprop "flesh"
$collisionjoints "phymodel.smd" {

	$mass 90.0
	$inertia 10.00
	$damping 0.01
	$rotdamping 1.50
	$rootbone "valvebiped.bip01_pelvis"
	$animatedfriction 1 400 0.5 0.0 0.3

	$jointmerge "valvebiped.bip01_pelvis" "valvebiped.bip01"
	$jointmerge "valvebiped.bip01_pelvis" "valvebiped.bip01_spine1"

	$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00

	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00

	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00

	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00

	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00

	$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00

	$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00

	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00

	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.00

	$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00

	$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00

	$jointcollide "valvebiped.bip01_l_forearm" "valvebiped.bip01_Pelvis"
	$jointcollide "valvebiped.bip01_r_forearm" "valvebiped.bip01_Pelvis"
	$jointcollide "valvebiped.bip01_l_forearm" "valvebiped.bip01_spine2"
	$jointcollide "valvebiped.bip01_r_forearm" "valvebiped.bip01_spine2"
	$jointcollide "valvebiped.bip01_r_thigh" "valvebiped.bip01_l_thigh"
	$jointcollide "valvebiped.bip01_r_calf" "valvebiped.bip01_l_calf"
	$jointcollide "valvebiped.bip01_l_foot" "valvebiped.bip01_r_foot"
	$jointcollide "valvebiped.bip01_l_foot" "valvebiped.bip01_r_calf"
	$jointcollide "valvebiped.bip01_r_foot" "valvebiped.bip01_l_calf"

	$jointcollide "valvebiped.bip01_l_forearm" "valvebiped.bip01_l_thigh"
	$jointcollide "valvebiped.bip01_l_forearm" "valvebiped.bip01_r_thigh"
	$jointcollide "valvebiped.bip01_r_forearm" "valvebiped.bip01_l_thigh"
	$jointcollide "valvebiped.bip01_r_forearm" "valvebiped.bip01_r_thigh" 

}

By the way, did you rig your model to Citizen’s bones?