Compiling model issue

Pic says it all:

all of the files are in Half-Life 2 Deathmatch\hl2mp\materials\models\props
files are:
ribs.tga
ribs.vtf
ribs.vmt
ribs.smd
idle.smd
ribs_phys.smd
ribs.qc

I had a normal map and a spec map that was going to go in the alpha channel, but I got rid of them to try and isolate the problem…

here’s the vmt and qc files (the formatting’s screwed up, obviously, but still)
vmt:

"VertexLitGeneric"
{
	$basetexture	"models\props"
	$surfaceprop	"bloodyflesh"
	$model		1
}

qc:

$modelname	"props\ribs.mdl"
$body mybody	"ribs.smd"
$staticprop
$surfaceprop	"bloodyflesh"
$cdmaterials	"models\props"
$scale		1

$sequence idle	"idle.smd" loop fps 1

$collisionmodel	 "ribs-phy.smd" { 
	$automass
	$concave
}

$keyvalues
{
   "prop_data"
   {
       "base"  "Flesh.Small"
   }
}

Any blatantly obvious issues?

Also, the gibs move only slightly when shot, although they do fly nicely when they get RPG’d, and I can’t move them with the grav gun. Unfortunately automass didn’t pull through and put the gibs at like 50 kilos (100ish lbs for us americans) so I’ll mess with the weight of them tomorrow, although I don’t think that’ll fix the grav gun problem. The phys mesh is just a box, is that a problem?

EDIT GOD DAMMIT:
going over it, I realized that I erased the texture name in the vmt and forgot to put it back when I was messing with paths, so that’s most likely the problem… oh well. If anything else is wrong, let me know… :retard:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.