plagueofburia wrote:I have a question Blender has 2 shading modes smooth and flat does this matter when I export the model?
I am not sure when I need to create the QC file?
Damn, I wish Stormy were here to answer that Blender question. I'm not sure if it carries over issues into Source but I would assume smooth will preserve smoothing groups on the mesh for export (this is a good idea to have carried over). I can't say for sure since I'm not a Blender user but that is what I would generalize. -Needs Stormy's Input here-
plagueofburia wrote:Is the next step to create the collision mesh? how simple should the collision mesh be for the handrails and the other objects including the loose parts?
Collision mesh doesn't need to be that fancy and it's a good idea to keep it as simple as you can. If you have cylinder shaped objects you want to have a basic cylinder just about covers the whole thing. If you have the collision mesh too big it ends up having objects collide a noticeable distance from the prop when running it in the game. If the collision mesh is submerged under the prop you can get the opposite effect. With your railing a simple set of cylinders or even cubes shrouding all of the geometry should suffice. Do note that Source gets pissed about a collision model if you have multiple pieces of floating geometry intersecting each other. So in other words space things out just a slight bit.
Source also uses the collision mesh for determining the object's shadow that it casts, so bare that in mind when building it. Also if you do end up having to space multiple pieces out, keeping them really close together will make sure that you wont see any separation in the shadow. Source's lighting passes aren't extremely precise in that way, so just keeping a tight collision mesh will do the trick.
Now about the QC. This just takes time to get the hang of but you learn a lot more by manually working with one yourself then letting a compiler tool do it for you. I suggest giving these pages a good read so you can get an idea of how this goes...
https://developer.valvesoftware.com/wiki/QC
https://developer.valvesoftware.com/wiki/$surfaceprop
Typos can really mess with the QC so more often then not if you get any sort of compile error the first place to check is your QC. Your going in the right order though. You just wanna complete your model and texture, build the collision mesh when the primary model is finished and then compile it when it's all done.
Feel free to add me on Steam, cause I can walk you through more of this and try to answer questions when the time comes... http://steamcommunity.com/id/Epifire/