I posted this in another thread as well. DBP has this bug so I assume Dark Game SDK does as well.
If the terrain is over 21844 polys you will want to use something like this as DBP's make mesh from object command is bugged and DBP will crash over this number of polys:
`do this for every limb of the terrain
make object from limb
convert object fvf to 2 `this will get rid of all unneeded data but the vertex positions
make mesh from object
delete object made from limb
make memblock from mesh
delete mesh
`now you can access the vertex data needed for collision/physics
`The first dword is it's format. The second DWORD is it's number of verts, the third DWORD is the size of each vertex in bytes, and the from position 12 until the last position of the memblock will follow this pattern:
memblock float #,12 = vert x pos
memblock float #,16 = vert y pos
memblock float #,20 = vert z pos
memblock float #,24 = vert x pos
memblock float #,28 = vert y pos
memblock float #,32 = vert z pos
over and over until the last position in the memblock.