Ehmm. The only thing you´re importing from 3dmax are the geometry and UV coords. You´re not providing any information about your QC file, etc. As a first glance it looks like you´ve set a big bounding box, probably by using a qc file from other model, slightly edited.
This is the way I do it from 3dmax -
notice i use 3dmax7 and cannonfodders smd compiler, so there may be small differences depending of your version and file exporter-
I open the model, drag and drop the texture I want to use from explorer to max´s 3d viewport (aiming the model). Select the geometry i want to export and run the exporter tool. I name it door_ref.smd i.e.
Then I export the phys_model. This one can be basically a convex block with the door´s outer measures.
But remember to give it a UV map and to apply a smoothing group per mesh (only one in the case of the door). I name this model door_phys.smd.
Then, the QC file: This is an example of mine, there are commands for setting the bouding box´s size but if you dont use them it will be autocalculated, which is of course better than what you´re getting right now.
- Code: Select all
$modelname "yourpath/door.mdl"
$scale "1.00"
$body "Body" "door_ref.smd"
$cdmaterials "models/yourmodelspathfolder"
$sequence idle "door_ref.smd"
$surfaceprop "solidmetal"
$collisionmodel "door_phys.smd"
Notice that I´m not calling any vmt file here. Mdlcompiler will take the name of the file you´ve dropped in max´s 3d viewport in the previous step. If you put a file named door.tga the model will look for
models/yourmodelspathfolder/door.vmt. There are a lot more of commands in that you can use in your QC sintax. I just used the basics here.
Finally, use Guimdlcompiler, which will make your life easier.