Guys im makeing a kukri but it shows as a default sword

//Kukri.cs
datablock AudioProfile(KukriDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(KukriHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(KukriSwingSound)
{
   filename    = "./swordSwing.wav";
   description = AudioClosest3d;
   preload = true;
};
//effects
datablock ParticleData(KukriExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -180;
   spinRandomMax = 180;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.9 0.9 0.0 0.9";
   colors[1]     = "0.9 0.9 0.0 0.0";
   sizes[0]      = 0.17;
   sizes[1]      = 0.01;
};
datablock ParticleEmitterData(KukriExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 100;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "KukriExplosionParticle";
   uiName = "Kukri Hit";
};
datablock ExplosionData(KukriExplosion)
{
   //explosionShape = "base/data/particles/star1";
   lifeTimeMS = 500;
   soundProfile = KukriHitSound;
   particleEmitter = KukriExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = true;
   camShakeFreq = "5.0 5.0 5.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.9 0.9 0.0";
   lightEndColor = "9 9 0";
};
//projectile
AddDamageType("Kukri",   '<bitmap:add-ons/Weapon_Kukri/CI_Kukri> %1',    '%2 <bitmap:add-ons/Weapon_Kukri/CI_Kukri> %1',0.75,1);
datablock ProjectileData(KukriProjectile)
{
   directDamage        = 50;
   directDamageType  = $DamageType::Kukri;
   radiusDamageType  = $DamageType::Kukri;
   explosion           = KukriExplosion;
   //particleEmitter     = as;
   muzzleVelocity      = 50;
   velInheritFactor    = 1;
   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 1.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
   uiName = "Kukri Slice";
};
//////////
// item //
//////////
datablock ItemData(KukriItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system
    // Basic Item Properties
   shapeFile = "./Kukri.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;
   //gui stuff
   uiName = "Kukri";
   iconName = "./icon_Kukri";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";
    // Dynamic properties defined by the scripts
   image = KukriImage;
   canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(KukriImage)
{
   // Basic Item properties
   shapeFile = "./Kukri.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = false;
   eyeOffset = "0";
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = KukriItem;
   ammo = " ";
   projectile = KukriProjectile;
   projectileType = Projectile;
   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;
   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1.000 1.000 1.000 1.000";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = KukriDrawSound;
   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "PreFire";
   stateAllowImageChange[1]         = true;
   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";
   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.15;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;
        stateSound[3]                   = KukriSwingSound;
   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";
};
function KukriImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, armattack);
}
function KukriImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
}
Is this right? also its a ms3d file (milkshape)