**Conclusion**: Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, file formats are hardcoded in the gamecode rather than dynamically obtained. The issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936
+## Export troubleshooting
+
+- Spamming CSQC errors:<br/>
If you received spamming errors like that:<br/>
<img src="uploads/1f769ede89975be78d88eaad1b062a3d/spammingerrorstagweapon.jpg" alt="spammingerrorstagweapon" width=450 /><br/>
It's because you didn't do correctly the steps after exporting the models. Remember, `g_*` and `v_*` MUST contain one bone.
+- Broken shadow artifacts (enabled with `r_shadows 2` and disabled `r_shadow_shadowmapping 0`):<br/>
+To solve this, the possible way is exporting as IQM, selecting bone and mesh (both highlighted). Usually, this issue happens in `g_*` and `v_*` ones.
+<br/>Reference: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2667
+
# Old methodology
**IMPORTANT**: In this methodology, you can't make cool animations with separated objects, because `h_*.iqm` here is a plane mesh with bones.