Whats wrong with my model?

Hi everyone!
Im trying to edit the models from CS:S in 3ds max To have no scopes, So that i can make a more indepth customization experience for Gmod Sweps.
Problem is, The models go wonky every time i edit and export them.
here’s an example of the scout here:

http://www.riotservers.net/5d9d7622b1efe043eb0a45727dab438c.png

note: This was unedited. Simply decompiled, imported, and then exported to test and see if it was the exporter causing the trouble.
Another Note: The model still follows hand movements in animations, Which work perfectly fine.
Without any of anything changed, The model should have recompiled right back into what it was. Instead, the actual v_weapon.scout_parent decided to go off into some other crazy angle. The model looks like its in the correct area inside of my editing program (3ds max)
Here’s my .qc file to compile this:



$cd "C:\Users\Wales\Desktop\Scout\work"
$modelname "weapons
oscopes\scout\v_snip_scoutnoscope.mdl"
$model "studio" "scout_reference.smd"
$model "hands" "hands_reference.smd"
$cdmaterials "models\weapons\V_models\snip_scout\"
$cdmaterials "models\weapons\v_models\snip_awp\"
$cdmaterials "models\weapons\v_models\hands\"
$hboxset "default"
$hbox 0 "v_weapon" -0.057  0.000  -3.095  2.605  2.694  15.079
$hbox 0 "v_weapon.scout_Parent" -0.647  -1.303  -8.689  0.565  4.397  20.278
$hbox 0 "v_weapon.Hands_parent" -4.654  -1.415  0.000  6.834  1.302  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" -0.998  -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 "v_AWP_scope.vmt"
// Model uses material "snip_scout.vmt"
// Model uses material "v_hands.vmt"
$attachment "1" "v_weapon.scout_Parent" 0.00 2.45 21.00 rotate -0.00 0.00 0.00
$attachment "2" "v_weapon.scout_Parent" 0.00 2.85 4.00 rotate 20.00 180.00 0.00
$surfaceprop "default"
$illumposition 7.731 4.148 -6.307
$sequence idle1 "idle1" ACT_VM_IDLE 1 fps 16.00
$sequence shoot "shoot" ACT_VM_PRIMARYATTACK 1 fps 35.00 {
  { event 5001 0 "1" }
  { event 5004 13 "Weapon_Scout.Bolt" }
  { event AE_CLIENT_EFFECT_ATTACH 20 "EjectBrass_762Nato 2 40" }
}

$sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 {
  { event 5004 13 "Weapon_Scout.Clipout" }
  { event 5004 37 "Weapon_Scout.Clipin" }
  { event 5004 52 "Weapon_Scout.Bolt" }
}

$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00


Does anyone have any idea why my models are ending up like this?

Le Bump?

A bump was unnecessary, but I have your answer. The problem with the model (in terms of the black and purple appearance) is the lack of .VMT files for it to read, as well as a lack of .VTF to locate with the .VMT’s.

As for the model being positioned as it is, your .qc file needs some slight editing. To fix the .qc, open it in a program like Notepad and replace everything that says ‘fps’ with ‘snap rotate -90 fps’ (without the ’ marks of course).

the VMT is not so much a problem. The actual model is being edited in hl2, so its a generally easy fix for that. Just trying to make sure the models work correctly.
Here’s my new QC file, Following the above instructions.



$cd "C:\Users\Wales\Desktop\Scout\work"
$modelname "weapons\v_snip_scout.mdl"
$model "studio" "scout_reference.smd"
$model "hands" "hands_reference.smd"
$cdmaterials "models\weapons\V_models\snip_scout\"
$cdmaterials "models\weapons\v_models\snip_awp\"
$cdmaterials "models\weapons\v_models\hands\"
$hboxset "default"
$hbox 0 "v_weapon" -0.057  0.000  -3.095  2.605  2.694  15.079
$hbox 0 "v_weapon.scout_Parent" -0.647  -1.303  -8.689  0.565  4.397  20.278
$hbox 0 "v_weapon.Hands_parent" -4.654  -1.415  0.000  6.834  1.302  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" -0.998  -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 "v_AWP_scope.vmt"
// Model uses material "snip_scout.vmt"
// Model uses material "v_hands.vmt"
$attachment "1" "v_weapon.scout_Parent" 0.00 2.45 21.00 rotate -0.00 0.00 0.00
$attachment "2" "v_weapon.scout_Parent" 0.00 2.85 4.00 rotate 20.00 180.00 0.00
$surfaceprop "default"
$illumposition 7.731 4.148 -6.307
$sequence idle1 "idle1" ACT_VM_IDLE 1 snap rotate -90 fps 16.00
$sequence shoot "shoot" ACT_VM_PRIMARYATTACK 1 snap rotate -90 fps 35.00 {
  { event 5001 0 "1" }
  { event 5004 13 "Weapon_Scout.Bolt" }
  { event AE_CLIENT_EFFECT_ATTACH 20 "EjectBrass_762Nato 2 40" }
}

$sequence reload "reload" ACT_VM_RELOAD 1 snap rotate -90 fps 30.00 {
  { event 5004 13 "Weapon_Scout.Clipout" }
  { event 5004 37 "Weapon_Scout.Clipin" }
  { event 5004 52 "Weapon_Scout.Bolt" }
}

$sequence draw "draw" ACT_VM_DRAW 1 snap rotate -90 fps 30.00

This is how it should work, Correct?

No, It didnt work. Absolutely nothing has changed. Also tried without the “snap” command, No luck.

Maybe 3ds max didnt import key elements?
i noticed the actual sniper frame was renamed to “smdimport”, Which i renamed to “v_weapon.scout_Parent”

From what i’ve noticed in the animation files, There is no “v_weapon.scout_Parent”. Would this mean that there is nowhere for my v_weapon.scout_Parent to link to? Should i try using XSI or another modeling tool? i’ve been struggling with this for days!

OK. Seems like no intermediate weapon hacker will tell you so I will. When you decompile the model your window should look like

http://filesmelt.com/dl/proper.png

NOT

http://filesmelt.com/dl/proper1.png

PM me your username if you need further help.