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Thanks for answer !
If yes, then please share the .qc.
Missing textures: Make sure the names of the materials given in Blender match up with the VMT's name, and that the directory given in the qc ($cdmaterials) is the directory that those VMTs are in. Also, make sure the directory in the VMTs is the same as the directory in the qc.
Use pastebin to share long lines of text. If it compiled though, I think your qc is alright. Your problems that you explained are not related to the qc (much).
Related to the stretching of hell... the problem is that the right side of the model works kinda OK i guess and the left one is just pure suffering. But they have the weights so similar... like, literaly, the mesh is symetric and i am looking at the weights and they are practically the same, to my eyes at least, but they move the mesh so much more different... i feel im just going crazy with this xD. I can also see the stretching in blender when im using pose mode which means that the problem is not that there are problems with the armature not being the same as the main mesh, its just that i suck at doing weights around the arms... Those are the trickiest parts of the body for me i just cant handle them xD
You'll want to weight bone per bone. So select a bone in weight paint, press r, and see how it rotates. Does it look bad? Then adjust which verts are weighted to that bone. Check surrounding bones too, to see if the verts you're adjusting are weighted to multiple bones.
The colors (blue through red) represent the intensity of the weights (blue, no weight, red full weight). You can sorta use your own hands and body as a reference. Like, if I bend this bone, this muscle or body part moves.
You can also decompile another model, and use their weights as a reference (you can open two instances of Blender without a problem).