You should get a 3d modeling software, an easy to use freeware is Anim8or
http://www.anim8or.com/..
I don't support this, but there are ways to get a free version 3ds max 9, it can export .x files with PandaSoft addon. .X files run smooth in games.. I think.
but if your too moral for that check out blender. It is pretty difficult to use but you can model/animate/and export .x.
http://www.blender.org/download/get-blender/
go to google and type in "Sparky's Collision" this is a good collision detection addon, Its pretty much manditory.. jk
heres a link:
http://forum.thegamecreators.com/?m=forum_view&t=74762&b=5
because I like you here is some code to look over it's in dbpro, but you can easily convert it to GDK.
sync on
sync rate 60
make object sphere 2,2.5;position object 2,0,21,0;fall#=0;hide object 2
load object "size.3ds",1; sc_setupobject 1,1,0;set object cull 1,0;
do
print screen fps()
qq#=qq#+mousemovey();ww#=ww#+mousemovex()
q#=qq#/3;w#=ww#/3
if q#>54 then q#=54
if q#<-55 then q#=-55
gosub movement; speed#=speed#/13;move object 2,speed#;rotate object 2,q#,w#,0;sc_setupobject 2,1,2;gosub falsephysics
`camera
position camera object position x(2),object position y(2)+(crouch#)-2.5,object position z(2)
rotate camera q#,w#,0
sync
loop
movement:
if spacekey()=0 then spacepress=0
if spacekey()=1 and jump<-5 and spacepress=0
jump=13
endif
if jump>0
rotate object 2,270,0,0; move object 2,.7; jump=jump-1; spacepress=1
endif
speed#=0;cb=0
if keystate(17)=1
speed#=8;cb=1
rotate object 2,0,w#,0;
endif
if keystate(31)=1 and cb=0
rotate object 2,0,w#-180,0;speed#=4
endif
if keystate(30)=1
if cb=1
rotate object 2,0,w#-45,0;speed#=7
else
rotate object 2,0,w#-90,0;speed#=5
endif endif
if keystate(32)=1
if cb=1
rotate object 2,0,w#+45,0;speed#=7
else
rotate object 2,0,w#+90,0;speed#=5
endif endif
if controlkey()=1
if crouch#>1.45
crouch#=crouch#-.2
else
crouch#=1.45; speed#=speed#/2
endif
else
if crouch#<2.75
crouch#=crouch#+.5
else
crouch#=2.75
endif endif
if slope=1 then speed#=4
return
falsephysics:
`running into to wallz
dir#=atanfull(object position x(2)-x#,object position z(2)-z#)
tw=sc_spherecast(1,object position x(2),object position y(2)-1.25,object position z(2),newxvalue(object position x(2),dir#,.1),object position y(2)-1.26,newzvalue(object position z(2),dir#,.1),2.5,0);
if tw>0
position object 2,sc_getstaticcollisionx(),object position y(2),sc_getstaticcollisionz() ; size#=1
else
size#=2.3
endif
`bumping my head "ouch"
if sc_objectcollision(1,2)=1
tc=sc_spherecast(1,object position x(2),object position y(2),object position z(2),object position x(2),object position y(2)+30,object position z(2),1.5,0);
if tc>0 then cty#=sc_getstaticcollisiony() else cty#=-8000
if crouch#<2.75 and cty#+4>object position y(2) and cty#<object position y(2)+1 then crouch#=1.45
if cty#+4>object position y(2) and cty#<object position y(2)+1
position object 2,object position x(2),y#,object position z(2); jump=-1
endif endif
`steep stopping
slope=0
yt=sc_raycast(1,object position x(2),object position y(2),object position z(2),object position x(2),object position y(2)-(4+crouch#+((2.3-size#)/2)),object position z(2),0)
if yt>0
ytnx#=sc_getcollisionnormalx(); ytny#=sc_getcollisionnormaly(); ytnz#=sc_getcollisionnormalz();
if ytny#<.7
point object 2,ytnx#+object position x(2),ytny#+object position y(2),ytnz#+object position z(2)
pitch object DOWN 2,90; move object 2,.7; slope=1
endif endif
print sc_getcollisionnormaly()
x#=object position x(2);y#=object position y(2);z#=object position z(2)
`falling or standing or landing
t=sc_spherecast(1,x#,y#-1.25,z#,x#,y#-300,z#,size#,0)
if t>0 then cy#=sc_getstaticcollisiony() else cy#=-9000
if y#>cy#+(crouch#+(2.3-size#))
fall#=fall#+.039;point object 2,x#,-30,z#; move object 2,fall#
else
position object 2,x#,cy#+(crouch#+(2.3-size#)),z#
if jump>-6 then jump=jump-1
fall#=0
if jump>-1 then jump=-1;
endif
return
`b#=sqrt((sc_getstaticcollisionx()-object position x(2))^2+(sc_getstaticcollisionz()-object position z(2))^2)
`bx#=((sc_getstaticcollisionx()-object position x(2))/b#)*2.5;bz#=((sc_getstaticcollisionz()-object position z(2))/b#)*2.5
I hope it works its been a while since ive checked I've added the 3ds level to this message, just click the re download button.
Always keep in mind the complexity of your models and how much processing your simulation takes, things can go south fairly quickly, with the FPS, if you don't.
Hopefully im helping more the confusing
) just ignore me if I am.