This is a matter of content of .qc file ( which is a sort of makefile or template for how to compile a model.)
In that file you basically list locations for various meshes , textures along with some commands and this is what Half Life SDK studiomdl uses to compile a final model.
The plugin doesn't deal with that at all - it simply creates smd meshes out of Lightwave models.
Having said that , let me give you some hints regarding possible solutions.
When studiomdl complains about sequence file then this is matter of simply adding sequence command to your qc file.
For animated objects this would be list of animated sequences (different smd files which you exported from Lightwave) For static meshes you can just use the reference model as a sequence idle.
This is an example qc file for a static mesh:
// Output .MDL
$modelname prison_island/vehicles/hummer.mdl
// Textures (vtf)
$cdmaterials prison_island/custom_models/vehicles
$staticprop
$scale 1.0
// whole body – reference model
$body studio "hummer.smd"
// sequences: - will use reference model again since this is a static mesh
$sequence idle "./hummer" loop fps 30
$surfaceprop "metal"
$collisionmodel "hummer_phys.smd" {
// Mass in kilograms
$Mass 2000
$concave
}
--------------------------------
As you can see, for static meshes you need two smd files. One is your reference model and the other is physics model ( which is basically a simpler version of reference model.).
Even phys model is optional …
I have tested hundreds of models exporting from the modeler and layout and I had no problems whatsoever.
Basically first select layer you have your reference model in , start plugin and change Export Layers: to "Foreground only" and export the model as something.smd.
Once you are done with that , switch to phys model layer and do the same thing (Select foreground only etc), this time exporting it as something_phys.smd. You can verify if the correct layer is being exported by looking at statistics table - phys models will generally have much lower poly count.
One more thing - when creating static meshes from modeler ( or even from layout) if you don't have any bones in the model ,then the plugin will create a single root bone by default and assign all vertices to it - this is basically to satisfy SMD requirments - otherwise you wouldn't be able to compile even a static mesh.
If you look at Half Life 2 meshes you will see that all static objects have this single fake bone and a single frame of animation precisely to be able to use reference model as sequence idle.
In other words, the plugin doesn't care if you are exporting phys or reference model - it is a mesh that uses the same format. It is up to you if you are exporting a single reference model and then reusing it for sequence idle, maybe even for phys model or whatever - the format of smd file will be the same. .qc file is where you tell studiomdl what is your reference model, animation or phys model.
I am just mentioning this for completness - it all happens automatically for static meshes.
Check these links for further info:
http://www.hl2world.com/wiki/index.p...ompile_Toolkit
http://www.hl2world.com/wiki/index.p...Physics_Models