You've made an animation, but it's important to ensure it looks correct in-game.
In the default folder, find mdldecompiler.qc and copy and paste it to the tocompile folder.
Replace the first line in the new mdldecompiler.qc with this:
$cd ".\"
This tells the compiler to look in the current directory for the SMD files.
Note:
The idle animation is not as long as the other animations. For this reason you will need to temporarily adjust the timing of the sounds so they do not play at a nonexistent frame.
After 5004 you will see a number. Change the number to a number from 0 to 15 for each line. A number from 0 to 15 is used because the idle animation goes from frame 0 to frame 15.
If your textures are already in TGA format skip this.
Open IrfanView.
Open each texture.
Go to File>Save as and save as a Targa (.TGA) file.
Put these Targa files in a folder called lr300.
Note:
If you are animating a different weapon make the folder name meaningful.
Make a .bat (text) file with the following code:
cd %sourcesdk%
cd ..\
cd .\counter-strike source\cstrike\materials\models\weapons\v_models\
start .\
The batch file will not work if these folders are not created. If this is the case, remove the second and third lines of code from the batch file. Now with the new window open, go up one folder. Create more folders in the following hierarchy: *username*(folder that you are at)\counter-strike source\cstrike\materials\models\weapons\v_models\ If you did this correctly the batch file with all four lines of code will work.
Execute the batch file. Now you will see your materials folder for first person view models. Keep this folder open for later.
Find vtex.exe. Is located in %sourcesdk%\bin\ep1\bin\
Make a new text file somewhere (with .bat at the end) and write the complete location of vtex.exe in quotes in the first line of the batch file. Now edit it is similarly to the following:
cd .\
"C:\Program Files\Steam\steamapps\username\sourcesdk\bin\ep1\bin\vtex.exe" -shader VertexLitGeneric .\*.tga
The camera in XSI will be incorrect now. To fix this, unhide the camera. Move it to half way of each axis done on the origin. (e.g. If you put $origin 0 3 0, Translate the camera on the y axis 1.5 units. Set a key for this new position (K).