Yeah you've got a model there that has far too many vertices. If that's an MD3 it needs to be under 1000, if it's a model that doesn't have a shader associated with it then it may also need to be under 1000 irrc; I can't remember the technical reason but a comment was made in passing on it on the old version of LEM, it has something to do with lightmaps or something iirc.
As long as each section is under 1000 tris you can split the model into sections (they will need to be pysically seperate objects iirc.
RB_checkoverflow Error
Not related to the problem, but you shouldn't need phong shading (q3map_shadeAngle), since with models you can just set smoothing groups - which yields same results but with better control. Phong shading is useful on brushes since smoothing isn't an available feature.
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