Actually, I've watched Justin as he's modelled some of the weapons, and in 3DSMAX, they are proporionally to scale

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See proportionally is what really counts (making sure it's to scale with its self). You can make it completely accurate to scale in the modelling package, but unless your game goes off of the same actual world scale, it doesn't matter. The quake engine doesn't use inches, or meters, it has it's own set of units (that all us Quake mappers have come to know and love, 1, 2, 4, 8, 16, 32, 64, 128, 256, 512.....

p. So it's a matter of the model exporting program getting it to the proper scale so it looks right in the engine.

. Plus, there are a TON of tricks and techniques that you need to do to get a view model to look right in your view (Justin and Boon and Ken could really explain them much better than I could, so I won't even try

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Latuh fuh U,
Benson
benson@2015.com
"We don't introduce or cause bugs in the game, we merely find and bring to light the inadequacies within the code."
-regarding level designers