The process will be easier if you create a.
If you can't or don't want to use an advanced text editor, you will be compiling QCs by dragging them onto studiomdl in Windows. The easiest way to compile a model is with the built-in launch features of advanced text editors. There are, however, commands to tell the compiler that you want to give it a file that is not in the same folder as the QC! Here is a very simple QC file for a solid model without any animation or special properties click on each command for details. You should therefore place all your source files for a given model in the same folder. When a source file is referenced in your QC, the compiler will look for it in the same folder. You will find all known commands listed at Category:QC Commands. Inside it should be a list of commands that tell studiomdl about the location of the model's various SMDs, where the compiled files should be written to relative to VPROJECThow to process animations, and potentially much, much more. You can create it anywhere and name it anything, but it's best to be organised and store it with your SMDs in a folder with the same name as the destination model file. A QC file is simply a text file with the extension. There are two editors with QC highlighting rules at the moment. Editing a QC file becomes much easier when you use an advanced text editor with support for syntax highlighting. This defines where studiomdl will write out the compiled model. Models need to be compiled before they can be used in a game.