Rrof : you cannot access the vertices of an md2. Doggie is right, you need to multiply the scaleentity size * the original size.
Since MD2 supports collision, (if I recall right), there is a third, quick'n'dirty way to determine it's absolute size in space:
use a simple cube that moves towards the md2 and checks for collision. do this from all 6 directions, this will tell you the true size. Practically you'd pack this into a handy function that will create and remove the cube mesh etc.
For extra high accuracy you may use a binary search of the points of collision. This will take you only 32 steps to get the point with about 0.0005 units accuracy.
Since MD2 supports collision, (if I recall right), there is a third, quick'n'dirty way to determine it's absolute size in space:
use a simple cube that moves towards the md2 and checks for collision. do this from all 6 directions, this will tell you the true size. Practically you'd pack this into a handy function that will create and remove the cube mesh etc.
For extra high accuracy you may use a binary search of the points of collision. This will take you only 32 steps to get the point with about 0.0005 units accuracy.