Trouble Adding Skin to $texturegroup After Recompiling Model

So for the past four days I’ve been getting hell with trying to add an additional skin reference to an existing car model. It seems like whenever I change something in the .qc file from, say “skin3.vmt” to “skin4.vmt” (which is a valid and properly setup file), the car’s model is flipped backwards (so the apparent front of the car is actually the back) and none of the skins apply. I’ve read through all sorts of Source help files with no luck.

To give a little background, I’m working on a police car skin mod for [http://www.garrysmod.org/downloads/?a=view&id=44768]this ported Golf GTI model](http://www.garrysmod.org/downloads/?a=view&id=44768) for the Noobonic Plague server, and because Noobonic runs on darkRP, the skin changing command is “rp_setskin” which I assume mimics “ent_fire !picker”. At the current moment, I am able to replace an existing .VTF file with my modded one and everything works fine, but my goal is to add a reference so I don’t have to replace any skins.

Just to give you an idea, this is an early version of the skin I made (not that it matters, but just for general info):

http://ischmal.net/eurocopgti.png

Once I extract the .MDL, the $texturegroup looks like:


{
	{"skin1.vmt"
 "chrome.vmt"
 "black.vmt"
 "rear_light.vmt"
 "misc.vmt"
 "interior.vmt"
}
 	{"skin2.vmt"
 "chrome.vmt"
 "black.vmt"
 "rear_light.vmt"
 "misc.vmt"
 "interior.vmt"
}
 	{"skin3.vmt"
 "chrome.vmt"
 "black.vmt"
 "rear_light.vmt"
 "misc.vmt"
 "interior.vmt"
}
 }

So, when I copy and paste one of those indexes and just replace the number, everything stops working. When I compile it, I get:


"C:\Program Files (x86)\Steam\steamapps\ischmal\sourcesdk\bin\ep1\bin\studiomdl.exe" -nop4 -r "C:\Golf II\mdldecompiler.qc"
Process started >>>
qdir:    "c:\golf ii\"
gamedir: "c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\"
g_path:  "mdldecompiler"
Working on "mdldecompiler.qc"
SMD MODEL C:\Golf II/golf_reference.smd
SMD MODEL C:\Golf II/idle_anim.smd
SMD MODEL C:\Golf II/exit1.smd
SMD MODEL C:\Golf II/mdldecompiler_delta.smd
SMD MODEL C:\Golf II/spin_anim000.smd
SMD MODEL C:\Golf II/spin_anim_fr240.smd
SMD MODEL C:\Golf II/spin_anim_fr120.smd
SMD MODEL C:\Golf II/spin_anim_fl240.smd
SMD MODEL C:\Golf II/spin_anim_fl120.smd
SMD MODEL C:\Golf II/spin_anim_rr240.smd
SMD MODEL C:\Golf II/spin_anim_rr120.smd
SMD MODEL C:\Golf II/spin_anim_rl240.smd
SMD MODEL C:\Golf II/spin_anim_rl120.smd
SMD MODEL C:\Golf II/steer_anim0.smd
SMD MODEL C:\Golf II/steer_anim1.smd
SMD MODEL C:\Golf II/jump_anim_fr0.smd
SMD MODEL C:\Golf II/jump_anim_fr1.smd
SMD MODEL C:\Golf II/jump_anim_fl0.smd
SMD MODEL C:\Golf II/jump_anim_fl1.smd
SMD MODEL C:\Golf II/jump_anim_rr0.smd
SMD MODEL C:\Golf II/jump_anim_rr1.smd
SMD MODEL C:\Golf II/jump_anim_rl0.smd
SMD MODEL C:\Golf II/jump_anim_rl1.smd
SMD MODEL C:\Golf II/phymodel.smd
WARNING: Bad collision model, check your smoothing groups!!!
WARNING: Truncating model!!!!
WARNING: C:\Golf II/phymodel.smd has bad smoothing groups
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\models/golf\golf.mdl:
bones         4316 bytes (11)
animations    2728 bytes (22 anims) (65 frames) [0:02]
sequences     2576 bytes (11 seq) 
ik/pose        364 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures      1056 bytes
keyvalues       56 bytes
Collision model volume 1000519.25 in^3
collision        0 bytes
total        13920
---------------------
writing c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\models/golf\golf.vvd:
vertices   1626384 bytes (33883 vertices)
tangents    542128 bytes (33883 vertices)
total      2168576 bytes
---------------------
Generating optimized mesh "c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\models/golf\golf.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           405 bytes
verts:         304947 bytes
indices:       238464 bytes
bone changes:       8 bytes
everything:    544398 bytes
---------------------
Generating optimized mesh "c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\models/golf\golf.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           405 bytes
verts:         304947 bytes
indices:       238464 bytes
bone changes:     240 bytes
everything:    544630 bytes
---------------------
Generating optimized mesh "c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\models/golf\golf.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           405 bytes
verts:         304947 bytes
indices:       238464 bytes
bone changes:     240 bytes
everything:    544630 bytes
---------------------
Generating optimized mesh "c:\program files (x86)\steam\steamapps\ischmal\counter-strike source\cstrike\models/golf\golf.xbox.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           135 bytes
strip groups:     375 bytes
strips:           405 bytes
verts:         304947 bytes
indices:       238464 bytes
bone changes:     240 bytes
everything:    544630 bytes

Completed "mdldecompiler.qc"
<<< Process finished.
================ READY ================

Please note the “WARNING: Truncating model!!!”

Because I’m generally new to models with Source, none of the solutions I found made particular sense to me.

I’m using Notepad++ to edit the QC and the same to compile it. Is there any key file I’m missing or something I’m messing up by doing this?

Thanks so much ahead of time.

just flip the texture.