So, First off Back in the Above Post, i was using 3Ds Max 8 with Cannonfodder's SMD Exporter but i mentioned that it wouldn't Complie, Well it turns out that one reason for why it wouldn't Complie was because it was the wrong SMD Format, Cannonfodder's Exporter was exporting the Files to Half-Life 2's SMD Format which uses "ValveBiped" instead of the "BoneXX" System Which HL1 Uses, So therefore when studiomdl\Cowbar tried to compile, it was trying to find "BoneXX" But it founded "ValveBiped" So therefore it wouldn't Compile as intended.
One thing i can say is i did finally Manage to compile shotgun_reference.smd Using the E3 1998 Textures (With the Exception of barrel_chrome as i couldn't to export to 8bit right so i had to use The Finalized Texture from the ProSDK's Shotgun Sources), I'm unable to attach Images as i don't seem to be able to attach them unless i Upload them via an External Website (Unless someone does know how to attach them Directly aside from the Method i used in my Previous Post), I have however attached below the .qc file i modified for compiling the Shotgun if this Helps anyone with Compiling Models (Feel free to adapt this template)
shotgun viewmodel */As for using 3Ds Max 1.2 via VirtualBox to view the .max Files, I'll Hopefully have an Update sometime either this or Next Month but i have made a List of Missing Textures by looking at the "Missing External Files" Pop-Up on several of the .max files via other Versions of 3Ds Max (Specifically 3Ds Max 9) which i'll try to post this Week. (I have already posted some of my findings on the Steam Forums incase anyone wants to view this list in the Meantime) - NSWThomasFan/HoodwinkedHalf-LifeFan.
$modelname ./models/v_shotgun.mdl
$cd ./SMD
$cdtexture ./maps_8bit
$scale 1.0
// whole body
$body studio "v_shotgun_reference"
$body studio "shell"
//$origin SIDE-SIDE IN-OUT UP-DOWN
$origin 2.152 -3 61.499 3
$attachment 0 "Bip01 R Hand" 30 1 6 X 1
$sequence sm_idle "small_idle" fps 9 loop
$sequence shoot "new_shoot" fps 20 { event 5001 0 "31" }
$sequence shoot_big "shoot_bigammo" fps 13 { event 5001 0 "41" }
$sequence reload "reload_short" fps 16
$sequence pump "pump_after_reload" fps 13
$sequence start_reload "start_reload" fps 12
$sequence draw "draw_weapon" fps 24
$sequence reholster "reholster" fps 30
$sequence idle3 "idle3" fps 9 loop
$sequence deepidle "deep_idle" fps 12 loop