Ah... I remember my last nerve.
That screenshot for the compile does give me some clues. First of all, I can tell your collision model isn't completely convex. It also looks like the process isn't finishing, so there's no end product to look at. But there's still a little more I need to know.
What software did you export your .SMD files from?
Are testbox_ref and testbox_idle singular objects?
Do all of your models have UVs and textures assigned to them?
I had to take one extra step to get the texture to show., and that was creating a new UV projection. I wonder if something happened there.
/*
----------------
Ball QC
----------------
*/
$modelname ball.mdl
$origin 0 0 0 90
$scale 1.0
$body "Body" "ball_ref.smd"
$staticprop
$surfaceprop "solidmetal"
$upaxis Z
$cdmaterials "ball/"
$sequence "idle" "ball_ref.smd" fps 30
$collisionmodel "ball_col.smd"
{
//Mass in kilograms
$mass 5.0
$concave
}
C:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\ball>cd c:\Steam\ste
amapps\oxygencube\sourcesdk\bin\orangebox\bin\
c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>studiomdl.exe -nop4 -g
ame "c:\Steam\steamapps\oxygencube\team fortress 2\tf" "c:\Steam\steamapps\oxyge
ncube\sourcesdk_content\tf\modelsrc\ball\ball.qc"
WARNING: AppFramework : Unable to load module p4lib.dll!
all paths:c:\steam\steamapps\oxygencube\team fortress 2\tf\;c:\steam\steamapps\o
xygencube\sourcesdk\bin\orangebox\tf\;c:\steam\steamapps\oxygencube\sourcesdk\bi
n\orangebox\hl2\;c:\steam\steamapps\oxygencube\sourcesdk\bin\hl2\
qdir: "c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\ball\"
gamedir: "c:\Steam\steamapps\oxygencube\team fortress 2\tf\"
g_path: "c:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\ball\ball.
qc"
Building binary model files...
Working on "ball.qc"
SMD MODEL ball_ref.smd
ERROR: c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\ball\ball.qc(
58): - bad command {
ERROR: Aborted Processing on 'ball.mdl'
c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>pause
Press any key to continue . . .
/*
----------------
Pilar QC
----------------
*/
$modelname pilar.mdl
$origin 0 0 0 90
$scale 1.0
$body "Body" "pilar_ref.smd"
$staticprop
$surfaceprop "metal"
$upaxis Z
$cdmaterials "pilar/"
$sequence "idle" "pilar_ref.smd" fps 30
$collisionmodel "pilar_col.smd"
{
//Mass in kilograms
$mass 1.0
$concave
}
C:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar>cd c:\Steam\st
eamapps\oxygencube\sourcesdk\bin\orangebox\bin\
c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>studiomdl.exe -nop4 -g
ame "c:\Steam\steamapps\oxygencube\team fortress 2\tf" "c:\Steam\steamapps\oxyge
ncube\sourcesdk_content\tf\modelsrc\pilar\pilar.qc"
WARNING: AppFramework : Unable to load module p4lib.dll!
all paths:c:\steam\steamapps\oxygencube\team fortress 2\tf\;c:\steam\steamapps\o
xygencube\sourcesdk\bin\orangebox\tf\;c:\steam\steamapps\oxygencube\sourcesdk\bi
n\orangebox\hl2\;c:\steam\steamapps\oxygencube\sourcesdk\bin\hl2\
qdir: "c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\"
gamedir: "c:\Steam\steamapps\oxygencube\team fortress 2\tf\"
g_path: "c:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\pila
r.qc"
Building binary model files...
Working on "pilar.qc"
SMD MODEL pilar_ref.smd
ERROR: c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\pilar.q
c(59): - bad command {
ERROR: Aborted Processing on 'pilar.mdl'
c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>pause
Press any key to continue . . .
$collisionmodel "pilar_col.smd"
//{
//Mass in kilograms
// $mass 1.0
// $concave
//}
C:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar>cd c:\Steam\st
eamapps\oxygencube\sourcesdk\bin\orangebox\bin\
c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>studiomdl.exe -nop4 -g
ame "c:\Steam\steamapps\oxygencube\team fortress 2\tf" "c:\Steam\steamapps\oxyge
ncube\sourcesdk_content\tf\modelsrc\pilar\pilar.qc"
WARNING: AppFramework : Unable to load module p4lib.dll!
all paths:c:\steam\steamapps\oxygencube\team fortress 2\tf\;c:\steam\steamapps\o
xygencube\sourcesdk\bin\orangebox\tf\;c:\steam\steamapps\oxygencube\sourcesdk\bi
n\orangebox\hl2\;c:\steam\steamapps\oxygencube\sourcesdk\bin\hl2\
qdir: "c:\steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\"
gamedir: "c:\Steam\steamapps\oxygencube\team fortress 2\tf\"
g_path: "c:\Steam\steamapps\oxygencube\sourcesdk_content\tf\modelsrc\pilar\pila
r.qc"
Building binary model files...
Working on "pilar.qc"
SMD MODEL pilar_ref.smd
---------------------
writing c:\Steam\steamapps\oxygencube\team fortress 2\tf\models/pilar.mdl:
bones 964 bytes (1)
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 72 bytes
keyvalues 0 bytes
bone transforms 0 bytes
collision 0 bytes
total 1712
---------------------
writing c:\Steam\steamapps\oxygencube\team fortress 2\tf\models/pilar.vvd:
vertices 5232 bytes (109 vertices)
tangents 1744 bytes (109 vertices)
total 7040 bytes
---------------------
Generating optimized mesh "c:\Steam\steamapps\oxygencube\team fortress 2\tf\mode
ls/pilar.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 981 bytes
indices: 960 bytes
bone changes: 16 bytes
everything: 2082 bytes
---------------------
Generating optimized mesh "c:\Steam\steamapps\oxygencube\team fortress 2\tf\mode
ls/pilar.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 981 bytes
indices: 960 bytes
bone changes: 16 bytes
everything: 2082 bytes
---------------------
Generating optimized mesh "c:\Steam\steamapps\oxygencube\team fortress 2\tf\mode
ls/pilar.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 981 bytes
indices: 960 bytes
bone changes: 16 bytes
everything: 2082 bytes
Completed "pilar.qc"
c:\Steam\steamapps\oxygencube\sourcesdk\bin\orangebox\bin>pause
Press any key to continue . . .