You could try recompiling models, it messes up faces, but I doubt your doing any of those.
My tutorial has worked before for other people somehow, and you can use as many animations as you want, here is my old tutorial repasted, it is still flawed.
Before you begin, I want you to know it doesn’t work on any random model you find, it only works on models rigged to the half life 2 skeleton, just pointing out.
This part is for those who do not know how to extract
First you download and install GCF Scape from here: http://nemesis.thewavelength.net/index.php?c=76
then you use it to open up a .gcf that contains the model you want from,
For some people it is might just be Steam/Steamapps.
This part is the decompiling part
I’ve always been using the MDL Decompiler from cannon fodders tools but you could also use Studio Compiler which also decompiles.
So download either one from the link below, note though, that you need to create a shortcut to Studio Compiler and add -nosteam to the command line.
Since you have already extracted or have your model or atleast should by now, select the model with either decompiler and now make a folder and choose that as your output path, be sure to check the box that says “do not fix rotations” or your player model will come out not so right.
Now that you have decompiled a model, open the .qc with notepad that is located in the folder, find the things that will say $includemodel, those are the animations for the model, to add player animations simply insert this in the animations section of the .qc
Next, you have to fix face posing data, or it will not compile later on, since are making just a player model anyways, you do not most of the face pose data likely.
I recommend just removing whatever it says is the problem, sorry before I suggested removing the entire thing which broke the eyes.
If it says: Eyelid “lower_right” neutral out of range (±0.5)
Then remove the line that says that, and the numbers for it below.
If it says: unknown flex AU27ZR
Then remove the flex at the end of the flex data just above the $lod stuff and one of the parentheses at the end of the line
While you are in the .qc, you should change the details like the model name and materials path, remember that you are going to have to change the .vmt paths to the new location later on.
Time to compile and test
Download and install GUI studio mdl,
by now you should be able to just compile it, go to the target directory, retrieve your model, and be able to fully use it.
Select your mdldecompiler.qc where ever you put it, and set your gameinfo path.
After you fix the material vmt paths, you may also need to fix the faces if they are clamped, and extract all face materials then fix to the new folder path you are using on your playermodel.
I’m sorry if my tutorial seems too broad, and there’s some things you do not understand, but you may need to need know how to hex things so you understand that you need to change .vmt paths and such to actually understand this tutorial.
Post questions about this, so it can make be made better, I’m having trouble seeing my own mistakes.