(the issue at hand has been fixed)
I'm working on a barney model and I'm trying to make a skin, I'm following the $texturegroup part here http://the303.org/tutorials/gold_qc.htm and I've tried to get the model to work with the example there and I tried very hard but its not working, im not sure why, the model compiles just fine but the skins don't work, at all (the skin section is non existent) im trying to get this to work but its not and im not sure so can someone help, heres the qc file
$modelname "barney.mdl"
$cd "./"
$cdtexture "./"
$scale 1.0
$flags 0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 63
$origin 0 0 0 0
$hbox 3 "bip01 pelvis" -9.89 -5.66 -8.6 2.94 6.52 6.79
$hbox 6 "bip01 l leg" 0 -5.92 -4 19.370001 3.78 3.73
$hbox 6 "bip01 l leg1" 0 -5.69 -3.62 18.83 3.07 2.94
$hbox 6 "bip01 l foot" 0 -2.99 -4.04 6.42 8.68 1.61
$hbox 7 "bip01 r leg" 0 -5.93 -3.87 19.27 3.75 3.79
$hbox 7 "bip01 r leg1" -0.33 -5.73 -2.98 18.950001 2.96 3.19
$hbox 7 "bip01 r foot" 0 -3.24 -2.32 6.21 8.44 3.28
$hbox 3 "bip01 spine" 0 -4.89 -6.97 8.37 8 6.73
$hbox 2 "bip01 spine2" 0 -3.46 -8.32 6.11 8 7.53
$hbox 2 "bip01 spine3" -1 -5.99 -8.22 5.96 8 8.48
$hbox 4 "bip01 l arm" -0.4 -4.18 0 7.2 4.75 4.2
$hbox 4 "bip01 l arm1" -2.52 -4.57 -3.92 9.86 2.28 3.43
$hbox 4 "bip01 l arm2" 0 -2.85 -2.08 11.9 2.85 2.75
$hbox 4 "bip01 l hand" 0 -1.32 -2.29 4.66 2.6 1.65
$hbox 5 "bip01 r arm" 0 -4.15 -4.19 7.53 4.12 4.24
$hbox 5 "bip01 r arm1" -2.69 -4.65 -3.42 9.47 2.28 3.76
$hbox 5 "bip01 r arm2" 0 -2.73 -2.56 11 3.14 2.19
$hbox 5 "bip01 r hand" 0 -1.32 -2.91 10.38 3.23 4
$hbox 1 "bip01 head" -0.66 2.25 -4.24 6 7.97 3.63
$hbox 10 "bip01 head" -0.66 -4.25 -5.24 6 2.25 4.63
$hbox 10 "bip01 head" 6 -4.25 -5.24 11.19 7.97 4.63
$controller 0 "bip01 head" xr -60 60
$controller mouth "bone05" zr 0 45
$attachment 0 "bip01 R hand" 25 0 5
$body "head" "barneyhead"
$body "mesh" "barney-x_template_biped(gun-hlstr)1"
$bodygroup "guns"
{
studio "casuallife"
studio "gunman"
studio "barney-x_template_biped(gun)1"
}
$bodygroup "helmsandvest"
{
studio "barney-x_template_biped1"
studio "nohelm"
studio "novest"
studio "veshemles"
}
$sequence "idle1" "idle1" act_idle 50 fps 15 loop rotate 270
$sequence "idle2" "idle2" act_idle 1 fps 15 rotate 270
$sequence "idle3" "idle3" act_idle 1 fps 15 rotate 270
$sequence "idle4" "idle4" act_idle 10 fps 12 rotate 270
$sequence "walk" "walk" ACT_WALK 1 { event 1004 3 "common/npc_step1.wav" } { event 1004 18 "common/npc_step3.wav" } fps 30 loop LX
$sequence "run" "run" ACT_RUN 1 { event 1004 5 "common/npc_step2.wav" } { event 1004 13 "common/npc_step4.wav" } fps 25 loop LX
$sequence "shootgun" "shootgun_blend01" "shootgun_blend02" act_range_attack1 1 blend "xr" -50 50 { event 5001 0 "21" } { event 3 0 } fps 25 rotate 270
$sequence "shootgun2" "shootgun2_blend01" "shootgun2_blend02" act_range_attack1 2 blend "xr" -50 50 { event 5001 0 "21" } { event 3 0 } fps 40 rotate 270
$sequence "draw" "draw" act_arm 1 { event 2 7 } fps 20 rotate 270
$sequence "disarm" "disarm" act_disarm 1 { event 4 15 } fps 10 rotate 270
$sequence "reload" "reload" act_reload 1 fps 15 rotate 270
$sequence "turnleft" "turnleft" act_turn_left 1 fps 15 rotate 270
$sequence "turnright" "turnright" act_turn_right 1 fps 15 rotate 270
$sequence "laflinch" "laflinch" act_flinch_leftarm 1 fps 16 rotate 270
$sequence "raflinch" "raflinch" act_flinch_rightarm 1 fps 16 rotate 270
$sequence "llflinch" "llflinch" act_flinch_leftleg 1 fps 20 rotate 270
$sequence "rlflinch" "rlflinch" act_flinch_rightleg 1 fps 20 rotate 270
$sequence "smlflinch" "smlflinch" act_small_flinch 1 fps 30 rotate 270
$sequence "cower_stand" "cower_stand" fps 14 rotate 270
$sequence "locked_door" "locked_door" fps 28 loop rotate 270
$sequence "fall_loop" "fall_loop" fps 28 loop rotate 270
$sequence "barn_wave" "barn_wave" fps 22 rotate 270
$sequence "beat_grunt" "beat_grunt" fps 14 rotate 270
$sequence "beat_gruntidle" "beat_gruntidle" fps 14 loop rotate 270
$sequence "flashlight" "flashlight" { event 1004 5 "*buttons/latchunlocked2.wav" } fps 14 loop rotate 270
$sequence "diesimple" "diesimple" act_die_headshot 1 { event 2001 5 } fps 15 x rotate 270
$sequence "dieviolent" "dieviolent" act_die_headshot 1 { event 2001 10 } fps 20 x rotate 270
$sequence "diegutshot" "diegutshot" act_die_gutshot 1 { event 2001 33 } fps 15 x rotate 270
$sequence "dieforward" "dieforward" act_dieforward 1 { event 2001 8 } fps 18 x rotate 270
$sequence "diebackward" "diebackward" act_diebackward 1 { event 2001 19 } fps 15 x rotate 270
$sequence "diecrump" "diecrump" act_diesimple 2 { event 2001 13 } fps 18 x rotate 270
$sequence "barnaclehit" "barnaclehit" act_barnacle_hit 1 fps 15 rotate 270
$sequence "barnaclepull" "barnaclehit" act_barnacle_pull 1 fps 45 loop rotate 270
$sequence "barnaclecrunch" "barnaclecrunch" act_barnacle_chomp 1 fps 5 rotate 270
$sequence "barnaclechew" "barnaclechew" act_barnacle_chew 1 fps 5 loop rotate 270
$sequence "lying_on_back" "lying_on_back" fps 5 rotate 270
$sequence "lying_on_side" "lying_on_side" fps 5 rotate 270
$sequence "lying_on_stomach" "lying_on_stomach" fps 5 rotate 270
$sequence "stuffed_in_vent" "stuffed_in_vent" fps 5 rotate 270
$sequence "standing_idle" "standing_idle" fps 15 loop rotate 270
$sequence "cprbarney" "cprbarney" fps 20 loop rotate 270
$sequence "cprbarneyrevive" "cprbarneyrevive" fps 20 rotate 270
$sequence "barney_dragvent" "barney_dragvent" { event 1000 1 } fps 15 rotate 270
$sequence "dying_barney" "dying_barney" { event 1000 1 } fps 18 rotate 270
$sequence "dying_barneyidle" "dying_barneyidle" fps 12 loop rotate 270
$sequence "dying_friend" "dying_friend" fps 18 rotate 270
$sequence "dying_friendidle" "dying_friendidle" fps 12 loop rotate 270
$sequence "c1a3_bidle" "c1a3_bidle" fps 3 ax ay azr rotate 270
$sequence "c1a3_ventb" "c1a3_ventb" { event 1000 1 } fps 18 ax ay azr rotate 270
$sequence "c1a3_emergeidle" "c1a3_emergeidle" fps 16 loop ax ay azr rotate 270
$sequence "c1a3_emerge" "c1a3_emerge" { event 1000 1 } fps 16 ax ay azr rotate 270
$sequence "haulbarney" "haulbarney" { event 1000 1 } fps 18 ax ay azr rotate 270
$sequence "intropush" "intropush" { event 1004 15 "*buttons/blip1.wav" } { event 1004 24 "*buttons/blip1.wav" } { event 1004 34 "*buttons/blip1.wav" } { event 1004 44 "*buttons/blip1.wav" } fps 16 rotate 270
$sequence "fence" "fence" { event 1000 70 } { event 1003 70 "lightning" } { event 1001 70 } { event 1004 72 "weapons/electro4.wav" } { event 1008 100 "barney/ba_pain2.wav" } fps 24 ax ay azr rotate 270
$sequence "sit1" "sit1" { event 1003 50 "introchair" } { event 1003 102 "introchair" } fps 20 loop rotate 270
$sequence "almostidle" "almostidle" fps 16 loop rotate 270
$sequence "almost" "almost" { event 1000 1 } fps 26 rotate 270
$sequence "laseridle" "laseridle" fps 6 rotate 270
$sequence "laser_top" "laser_top" { event 1000 0 } fps 6 rotate 270
$sequence "laser_bottom" "laser_bottom" { event 1000 0 } fps 6 rotate 270
$sequence "barneyfallidle" "barneyfallidle" fps 33 loop rotate 270
$sequence "barneyfall" "barneyfall" { event 1000 1 } { event 1008 2 "barney/ba_pain1.wav" } { event 1008 24 "barney/ba_pain2.wav" } { event 1003 55 "bsplat" } { event 1008 55 "debris/bustflesh1.wav" } fps 32 rotate 270
$sequence "c3a2_draw" "c3a2_draw" { event 2 13 } fps 16 rotate 270
$sequence "unlatch" "unlatch" { event 1003 7 "barney_door_lock" } fps 12 rotate 270
$sequence "retina" "retina" fps 20 rotate 270
$sequence "relaxstand" "relaxstand" fps 10 loop rotate 270
$sequence "assassinated" "assassinated" { event 1000 1 } { event 1003 1 "blood1" } { event 1003 2 "blood2" } fps 18 x rotate 270
$sequence "trackswitch" "trackswitch" { event 1003 14 "trainarmswitch" } fps 22 rotate 270
$sequence "pepsiswing" "pepsiswing" { event 1003 1 "die" } { event 1003 8 "swing" } fps 25 rotate 270
$sequence "pepsipush" "pepsipush" { event 1003 51 "topple" } { event 1003 90 "horror" } fps 18 rotate 270
$sequence "buttonpush" "buttonpush" { event 1003 7 "button" } fps 20 rotate 270
$texturegroup "skinfamilies"
{
{"Base_M_D.bmp"}
{"head.bmp"}
{"head_bar.bmp"}
{"head_sci.bmp"}
{"head_sci2.bmp"}
{"Base_M_D2.bmp"}
{"Base_M_05_D.bmp"}
{"Base_M_07_D.bmp"}
{"Base_M_16_D.bmp"}
}