From what I've read here in the forums, the problem, unfortunately, is with the .MD2 format itself. It isn't very precise. No matter what route you take to convert your model to .MD2, it'll have the jello-wobble tendency.
can milkshape open and handle quark made models?
Jello wobble only effected animated models I thought. could be wrong, but nothing static I made seemed to wobble.Since I have no experience with Milkshape or Quark, try Q2 Model Editor: http://www.moddb.com/members/thehappyfriar/downloads/quake-2-model-editor-v090I use it only for setting up my skins after I made the model in Blender, but it should do almost everything you want in one program vs a couple.
MD2 does not have a grid system, but it does effectively "quantize" vertices to 0.125 units (okay, I guess you could call that a grid ). What's really happening is that vertices are stored as 16 bit numbers in MD2. When the program goes to squash your 32 bit floating point vertex coordinates into 16 bits, some precision is lost (obviously). The smallest value representable in this 16 bit format is +/- 0.125. The largest value is +/- 4096.0.Side bit of trivia: all entity positions in Quake2 are represented this way in the network protocol. It's actually why your player "drifts" side to side slightly when you try to walk straight forward and backwards.For best results, you should create your model in a scale that is relatively close to what it would be in Quake units. That will minimize the clusterfucking that happens to it during export.Another option, if both programs support the format, would be to use .obj for your interchange format. It natively supports floating point vertices (it's actually a text-based format).
// Sample MD2 config, copy into export directory$modelname models/items/quaddama/tris.md2$origin 0.0 0.0 0.0// skins$skinwidth 256$skinheight 256$skin models/items/quaddama/skin.pcx$skin pain.pcx// sequences$sequence Frame 1$sequence
// model <modelname> <outputfilename>$model "models/model.md3"$parentjoint "Pelvis"$frames 0 0$flags 0$numskins 0// tags <tagname> <ms3djointname>$tag "tag_name1" "Joint01"$tag "tag_name2" "Joint02"$tag "tag_name3" "Joint03"// mesh <meshname> <ms3dgroupname>$mesh h_head h_head $skin models/skin01.pcx$flags 0// mesh <meshname> <ms3dgroupname>$mesh h_head h_head$skin models/skin01.pcx$flags 0