If your Hammer crashes when using models it means that there's something wrong in the FGD you're using.
I have no issues with model rendering in Hammer. I'll post my cycler, cycler_sprite and env_model strings from my FGDs, it might help:
CYCLER:[quote]@PointClass base(Targetname, Angles, Sequence) size(-16 -16 0, 16 16 72) studio() = cycler : "Monster Cycler"
[
model(studio) : "Model"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
][/quote]
CYCLER_SPRITE:[quote]@PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
][/quote]
ENV_MODEL:[quote]@PointClass base(Targetname, Angles, RenderFields) studio() = env_model : "New alternative to cyclers"
[
model(studio) : "Model name"
skin(integer) : "Skin" : 0
body(integer) : "Body" : 0
// NEW 1.0
scale(string) : "Scale (1.0 = normal size)"
m_iszSequence_On(string) : "Sequence when on"
m_iAction_On(choices) : "Behaviour when on" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
m_iszSequence_Off(string) : "Sequence when off"
m_iAction_Off(choices) : "Behaviour when off" : 0 =
[
0: "Freeze when sequence ends"
1: "Loop"
2: "Change state when sequence ends"
]
spawnflags(flags) =
[
1: "Initially Off" : 0
2: "Drop to Floor" : 0
4: "Solid" : 0
]
][/quote]
Copy and paste these strings in your FGDs replacing the old ones and it should work fine.