by Dr. Shadowborg » Sun Jul 12, 2015 8:07 pm
1. Screenshot or it didn't happen.
2. If you've loaded a model into blender from a quake .mdl, you're still going to have vertex swim. Period. Make sure that you've loaded your model from a less precision lossy format. If model has been made from scratch in blender, and stored in a non-lossy format, disregard.
3. If problem persists, try it in the quakeforge engine and see if it does the same there.
4. If problem is not present in quakeforge engine, then you've obviously done something wrong in porting. Note that this is a fairly complicated thing, loading extra data from the model file is one thing, getting the render to use all that extra data is another.
5. If problem appears in quakeforge engine...then perhaps the format is not yet ready for primetime, and you should look at other options?