Quote: "In the .map File if you just save the starting box you can see it saves 6 triangles or 18 vertices, now I wonder how one is supossed to create a box from only 6 triangles ^^
The script needed for AppGameKit would need to fill some "gaps""
The .MAP Format is quite well documented... and it's not using Triangles., but Polygons that ID Tech used to call "Brushes".
These can be either Tris or Quad, which you can figure out via the number of Indices followed by a Blanking Value.
When these are Compressed into BSP Trees, then the Leaf itself would designate if they're Tris / Quad Brushes, so that the Raster Engine would then be able to handled them properly for the specific 3D Hardware being used.
As a point of note., the .MAP / .BSP Plug-In for Dark BASIC Professional is Open Source, and shouldn't take too much to convert it to be AppGameKit Plug-In Compatible.
[edit]
Having looked at TrechBroom., given it is OpenSource itself (
https://github.com/kduske/TrenchBroom) well it wouldn't be too difficult to create another output format for AGK... say FBX with .agc Source (similar to how the Particle Editor works), that handles all of the backend for Entities, AI, etc. rather than just the "Map" Geometry.