Decompiling should work, really.
Anyway, here's a typical .qc file with some additional comments, I hope that explains all you need to know.
As for .smd files, there are two types of em: one contains the mesh data, the actual model shape, the other contains animation data. A model should always have at least one animation, even when it'll never moves - the animation then simply is just pretty empty. You'll be given the choice between mesh and animation .smd when exporting, so that shouldn't be a problem. Ok, onto the .qc file:
[quote]// output model name, smd and texture pathnames
$modelname "C:SIERRAHalf-Lifevalvemodelsoutputmodelname.mdl"
$cd "smd_directorysubdir"
$cdtexture "skins_directorysubdir"
// dunno what this was for exactly...
$cliptotextures
// just in case you want to scale up the model
// scaling up the skeleton in Milkshape would mess up all animations
$scale 1.0
// attachments, only usefull if you've got custom code that uses these
$attachment 0 "bone_name1" 20.000000 2.000000 5.000000
$attachment 1 "bone_name2" 20.000000 2.000000 5.000000
// bone controllers, these can be directly controlled by the gamecode
// think of facing upwards/downwards
$controller 0 "bone_name" XR -30 30
$controller 1 "bone_name1" XR -30 30
// hit boxes, again only really for models used by gamecode
$hbox 0 "bone_name" -4.690000 -4.440000 -6.750000 4.000000 5.560000 6.750000
// the smd filename that contains the mesh
$bodygroup body
{
studio "mesh_smd"
}
// sequences, first the sequence name, then the sequence smd filename, then some engine-specific info
// like speed and gamecode tags (for example, ACT_IDLE will be used as an idle animation,
// ACT_IDLE 1 and ACT_IDLE 4 will be used randomly, where ACT_IDLE 4 has a lower use frequency I believe)
$sequence anim_name "anim_smd" loop fps 14 ACT_IDLE 2
$sequence idle "idle" loop fps 14 ACT_IDLE 1
$sequence deep_idle "deep_idle" loop fps 12 ACT_IDLE 4 [/quote]
So essentially, a model that will only be used as a static detail would have a .qc file like this:
[quote]
$modelname "C:SIERRAHalf-Lifevalvemodelsoutputmodelname.mdl"
$cd "smd_directorysubdir"
$cdtexture "skins_directorysubdir"
$cliptotextures
$scale 1.0
$bodygroup body
{
studio "mesh_smd"
}
$sequence anim_name "anim_smd" loop fps 14 ACT_IDLE
[/quote]