S34Qu4K3 see tentacle.cpp for details.
Look for SetObjectCollisionBox.
And too big monsters must set $flags 512 in qc-script for studiomdl then compile model.
There is a lot of problems.
First of all your model does not have legs on ground. I suggest to put "$origin 0 0 -530" into QC. I uncommended your UTIL_SetSize and replaced your model with fixed one and it works.
Next, model is really HUGE. How do you manage to create maps for this monster? It is way too easy to catch "Exceeded max_leaf_faces" error.
Then your model has no animation events specific to garg or any other monster. This means it will never attack its enemy and perform any other monster-specific actions.
And finally it does not have an attachment for eye sprite, so it is located at monster's origin.
To sum things up you need to work a lot on your monster's model.
XaeroX писал: There is a lot of problems.
First of all your model does not have legs on ground. I suggest to put "$origin 0 0 -530" into QC. I uncommended your UTIL_SetSize and replaced your model with fixed one and it works.
Next, model is really HUGE. How do you manage to create maps for this monster? It is way too easy to catch "Exceeded max_leaf_faces" error.
Then your model has no animation events specific to garg or any other monster. This means it will never attack its enemy and perform any other monster-specific actions.
And finally it does not have an attachment for eye sprite, so it is located at monster's origin.
To sum things up you need to work a lot on your monster's model.
Why $origin 0 0 -530??
I know it, but I only want a bix box with the huge monster
And animations will be changed and eye sprite will be removed, first of all, I wanted to create well the monster and later fix it
Thanks for your help
EDIT: I´ve put $origin 0 0 -530 but the monster not appears