
This is what my QC file looks like:
Code:
$modelname column.mdl
$cdmaterials materialsrc
$scale 1.0
$staticprop
$body studio "column.smd"
$sequence idle "column" loop fps 15
$collisionmodel "column.smd"
{
$Mass 1000
$concave
}
Any ideas?

$modelname column.mdl
$cdmaterials materialsrc
$scale 1.0
$staticprop
$body studio "column.smd"
$sequence idle "column" loop fps 15
$collisionmodel "column.smd"
{
$Mass 1000
$concave
}
i don't think so. the globe looks like the fade distance helper, which is part of hammers bag of tricks.
what size is the bounding box for the 'model' in the 2d view? if it's huge, you might find your column in one of its distant corners.
i've never managed to compile a model that didn't have any polys, so there must be something somewhere.
the qc looks basic but usable, so i'd be thinking maya. try changing the $scale value in the qc to 100, and compile it again. if the original is there but just too small to see, then increasing the $scale should enlarge it enough to make it visible.
You did use the prop_static entity didn't you? If not that could be the problem. Just a suggestion.

even though using a proptype other than static_prop would get the model dropped during the compile, it would still show up in hammer, so i think we can exclude that.
grnade, i've never used maya, but i remember someone saying that it had some exporting bugs, so, when i seen this i remembered you. it says it has a bugfix for $staticprop, so maybe it can help in some way.

Note added ".smd". I don't know if it's necessary but I've always added it.
A bit more information would be helpful:
First dozen lines of the SMD file (It can be opened in notepad)
MDLcompile log.
THIS is very important: Did you apply a texture map INSIDE of Maya? If not, pop a texture on there and it should work, even if you don't have a VTF, the SMD requires a texture name on the model.
Is the Model triangulated? Usually the model needs to triangulated before exporting to SMD.
Does it show up in the Source Model Viewer?





Yeah CannonFodder's is the best. You can just SAVE it to an SMD.
Also that wasn't the part of the SMD that was important LOL. Sorry, Ok... post until the lines are all very similar.
"Verticies 0bytes"
You don't have a mesh to be compiled, something went wrong during the SMD saving process.
After time there should be a list of all of your triangles: I.E.
"
triangles
phy.bmp
0 9.552400 3.622101 -9.982200 0.0 0.0 0.0 1 0
0 9.552400 3.622101 9.857200 0.0 0.0 0.0 1 0
0 -9.792500 3.622099 -9.982200 0.0 0.0 0.0 1 0
phy.bmp
0 9.552400 3.622101 9.857200 0.0 0.0 0.0 1 0
0 -9.792500 3.622099 9.857200 0.0 0.0 0.0 1 0
0 -9.792500 3.622099 -9.982200 0.0 0.0 0.0 1 0
"
Along with a texturename. If there is no texture name you didn't follow the tutorials properly that are associated with your SMD exporter.



