The model is very large in hand because the model is very large in general. It only looks ok as a node, because you are using 'visual_scale = 0.05,'.
If you want a more reasonable size, that you don't need to adjust in code, you need to scale the model in your software of choice to a smaller size before exporting.
Similarly, the reason it's floating to the side is most likely that it's already to the side in the modeling software. You need to center it before export.
If you want specific, you need to tell us what modeling software you are using and maybe upload the model file.
The texture issue is, as Slightly already said, that the model doesn't have a texture defined. Only an image.
See relevant part of documentation:
https://github.com/luanti-org/luanti/bl ... 1-L9410C93
Code: Select all
textures = {},
-- Number of required textures depends on visual:
-- "cube" uses 6 textures just like a node, but all 6 must be defined.
-- "sprite" uses 1 texture.
-- "upright_sprite" uses 2 textures: {front, back}.
-- "mesh" requires one texture for each mesh buffer/material (in order)
-- Deprecated usage of "wielditem" expects 'textures = {itemname}' (see 'visual' above).
And as DragonWrangler said, making a matching collision box is not easy. It's not difficult as such, but exactly matching such a detailed model as you have with collision node boxes is tedious and I know of no tool that could automate the process.