alright I've gotten farther... I can see the model now, but It isn't spinning, and has purple/black missing texture patterns...
The model should use bodygroups it is a Custom CP hologram, on the team_control_point there are fields for Red/Blu/Neutral model Bodygroups which should change the model.
Here is my most recent QC file, it is a modified version of the decompiled QC from the default CP hologram. I've dept the reference smd names the same. But is this setup the correct way for bodygroups to work? idle.smd is the only smd with the bone's spinning animation exported. but like I said its not animating.
Also I have no idea why the textures aren't loading, other than maybe it being a bodygroup problem, all the textures are in the correct folder as you can see below, and they load just fine in hammer...
anyways, this is getting very annoying. damn valve.
QC File:
$cd "D :\Games\Steam\steamapps\username\team fortress 2\tf\materials\models\effects"
$cdmaterials "models\effects\"
$modelname "effects\cappoint_hologram_intel.mdl"
$model "cappoint_1_bodygroup" "cappoint_hologram_neutral_reference.smd"
//$model "cappoint_1_bodygroup" "Idle.smd"
$model "cappoint_1_bodygroup" "cappoint_hologram_redteam_reference.smd"
$model "cappoint_1_bodygroup" "cappoint_hologram_blueteam_reference.smd"
$hboxset "default"
// Model uses material "cappoint_logo_intel_neutral.vmt"
// Model uses material "cappoint_beam_intel_neutral.vmt"
// Model uses material "cappoint_logo_intel_neutral_dark.vmt"
// Model uses material "cappoint_beam_red.vmt"
// Model uses material "cappoint_logo_intel_red.vmt"
// Model uses material "cappoint_logo_intel_red_dark.vmt"
// Model uses material "cappoint_logo_intel_blue.vmt"
// Model uses material "cappoint_beam_blue.vmt"
// Model uses material "cappoint_logo_intel_blue_dark.vmt"
$surfaceprop "default"
$illumposition -0.000 0.000 96.434
$sequence idle "Spinner.smd" loop ACT_IDLE 1 fps 4.00