hmm, maybe the original use a hirachiy,inside some rotatings or scaling,
pivot outside parts etc.
the triangle points must be in clockwise order to know what is
front or back. the surface normal is the face up vector u can also
enable in blender and flip if wrong.
begin with a 1x1 meter cube in blender first.
wrong lighting u get at hard edges if the egde share his points with other faces.
some export tools calculate the normal vector, what means
they want simulate soft edges , the light looks gardiant.
(also 3d converter tools can help, but then u have much more work.)
the 3d part in agk is/was not finished.
AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670