I'm trying to make a seemingly simple little mod. What it is isn't really that important, but it will never work unless I can get the model I decompiled to recompile properly.
I decompiled engineer_animations.mdl (the one in the same folder as engineer_arms.mdl, in c_items), I didn't make ANY modifications but recompiling got me some error about not being able to find the bone "bip_hand_R".
So, according to something I saw someplace else, I added
$bonemerge "bip_hand_R"
$bonemerge "bip_hand_L"
Right after $modelname in mdldecompiler.qc.
The model recompiled successfully. However... In-game all of the engineer's viewmodels are invisible (except, strangely, the wrench.) also, when I reload with the pistol it pops up on the bottom of the screen, still a little messed up however.
Also, I checked back in GUIstudioMDL, and there were some warnings I didnt notice before when recompiling:
"WARNING: *animation name* : bounding box out of range : -131024 -130533 -114643 : -9999 -9999 -9999"
It does this for EVERY file that is included in the recompile.
I can probably get my little experiment to work if I can just recompile this properly without any modifications, so if you can help then I'd appreciate it.
(Also, when I decompiled engineer_animations.mdl I got this error, even though it still went through:
"Hacked EXE! Vphysics.dll won't be loaded (stops crashes)"
Since I'm dealing with the engineer's viewmodel hands I wouldn't think that physics matter, so I didn't think much of it. Also, I'm using a hacked version of mdldecompiler specifically for TF2 because the regular one doesn't seem to ever load this file in particular. (I've loaded different models with it))