ALIEN: Well, i check my email every hour, so you should receive it as soon as possible (it this is what you ask). So the sent is not automatic, i send the full version and future updates via email.
The exporter gives you a WYSIWYG .bb file. This is, the result is exact the same as the kodeplayer just exporting and compiling directly. I dont understand what you mean with "hard coded". The .bb file is ALL BlitzBasic + BlitzKODE.dll Commands.
Ok, here it is, a .bb exported sample file for vehicle.kode:
;---------------------------------------------------------------------------------
;BLITZBASIC [K]ODE FILE
;EXPORTED BY [K]ODE VERSION: 1.00
;You Will need the BlitzKODE.dll and the BlitzKODE.decls in your userlibs folder
;---------------------------------------------------------------------------------
Include "BlitzKODE.bb"
AppTitle "KODE BB FILE"
;GRAPHICS
Graphics3D 640,480,16,2
SetBuffer BackBuffer()
SeedRnd MilliSecs()
;ENTITIES
Dim Bodies(1000)
Dim Geoms(1000,1000)
Dim Meshes(1000,1000)
Dim Joints(1000)
;CAMERA
Camera = CreateCamera()
PositionEntity Camera,-314.32,71.4534,302.477
RotateEntity Camera,3.1,-117,0.0
CameraClsColor Camera,255,255,255
;LIGHT
light = CreateLight(2)
PositionEntity light,0,500,0
LightColor light,100,100,100
AmbientLight 100,100,100
;ODE INITIALIZATION
space = KODE_dWorldCreate(0)
KODE_dWorldSetGravity(0.0,-1.5,0.0)
KODE_dWorldSetERP 0.5
KODE_dWorldSetCFM 0.00001
KODE_dWorldSetContactSurfaceLayer (0.0)
KODE_dWorldSetQuickStepNumIterations(20)
KODE_dWorldSetAutoDisableFlag(0)
;DEFAULT CONTACT DATA
KODE_dSetMU(0.5)
KODE_dSetBOUNCE(0.1)
KODE_dSetBOUNCE_VEL(10.0)
KODE_dSetSOFT_ERP(0.5)
KODE_dSetSOFT_CFM(0.00001)
KODE_dSetSLIP1(0.001)
KODE_dSetSLIP2(0.001)
;ODE CREATION
;Entity: chassis
Bodies(27) = KODE_dBodyCreate()
KODE_dBodySetBoxMass(Bodies(27),70.0,20.0,120.0,120.0)
KODE_dBodySetPosition(Bodies(27),-16.9311,49.3359,-12.0415)
KODE_dBodySetRotation(Bodies(27),0.0,0.0,0.0)
Geoms(27,1) = KODE_dCreateBox(space,70.0,20.0,120.0)
KODE_dGeomSetBody Geoms(27,1),Bodies(27)
Geoms(27,2) = KODE_dCreateGeomTransform(space)
KODE_dGeomTransformSetCleanup(Geoms(27,2),1)
temp = KODE_dCreateBox(0,40.0,20.0,80.0)
KODE_dGeomSetPosition temp,0.0,20.0,0.0
KODE_dGeomSetRotation temp,0.0,0.0,0.0
KODE_dGeomTransformSetGeom(Geoms(27,2),temp)
KODE_dGeomTransformSetInfo(Geoms(27,2),1)
KODE_dGeomSetBody Geoms(27,2),Bodies(27)
Meshes(27,1) = CreateCube()
FitMesh Meshes(27,1),-0.5,-0.5,-0.5,1,1,1
EntityColor Meshes(27,1),0,20,64
ScaleMesh Meshes(27,1),70.0,20.0,120.0
PositionMesh Meshes(27,1),0.0,0.0,0.0
RotateMesh Meshes(27,1),0.0,0.0,0.0
PositionEntity Meshes(27,1),-16.9311,49.3359,-12.0415
RotateEntity Meshes(27,1),0.0,0.0,0.0
Meshes(27,2) = CreateCube()
FitMesh Meshes(27,2),-0.5,-0.5,-0.5,1,1,1
EntityColor Meshes(27,2),0,20,64
ScaleMesh Meshes(27,2),40.0,20.0,80.0
PositionMesh Meshes(27,2),0.0,20.0,0.0
RotateMesh Meshes(27,2),0.0,0.0,0.0
PositionEntity Meshes(27,2),-16.9311,49.3359,-12.0415
RotateEntity Meshes(27,2),0.0,0.0,0.0
;Entity: wheel1
Bodies(28) = KODE_dBodyCreate()
KODE_dBodySetCylinderMass(Bodies(28),15.0,0.0,20.0)
KODE_dBodySetPosition(Bodies(28),-38.4365,37.0,31.4344)
KODE_dBodySetRotation(Bodies(28),0.0,0.0,0.0)
Geoms(28,1) = KODE_dCreateSphere(space,14.0)
KODE_dGeomSetBody Geoms(28,1),Bodies(28)
Meshes(28,1) = CreateCylinder(8)
FitMesh Meshes(28,1),-15.0,-5.0,-15.0,30.0,10.0,30.0
EntityColor Meshes(28,1),0,28,192
PositionMesh Meshes(28,1),0.0,0.0,0.0
RotateMesh Meshes(28,1),0.0,0.0,90.0
PositionEntity Meshes(28,1),-38.4365,37.0,31.4344
RotateEntity Meshes(28,1),0.0,0.0,0.0
;Entity: wheel4
Bodies(31) = KODE_dBodyCreate()
KODE_dBodySetCylinderMass(Bodies(31),15.0,0.0,20.0)
KODE_dBodySetPosition(Bodies(31),4.4863,37.0,-51.8248)
KODE_dBodySetRotation(Bodies(31),0.0,0.0,0.0)
Geoms(31,1) = KODE_dCreateSphere(space,14.0)
KODE_dGeomSetBody Geoms(31,1),Bodies(31)
Meshes(31,1) = CreateCylinder(8)
FitMesh Meshes(31,1),-15.0,-5.0,-15.0,30.0,10.0,30.0
EntityColor Meshes(31,1),0,28,192
PositionMesh Meshes(31,1),0.0,0.0,0.0
RotateMesh Meshes(31,1),0.0,0.0,90.0
PositionEntity Meshes(31,1),4.4863,37.0,-51.8248
RotateEntity Meshes(31,1),0.0,0.0,0.0
;Entity: wheel2
Bodies(32) = KODE_dBodyCreate()
KODE_dBodySetCylinderMass(Bodies(32),15.0,0.0,20.0)
KODE_dBodySetPosition(Bodies(32),6.03004,37.0,31.1949)
KODE_dBodySetRotation(Bodies(32),0.0,0.0,0.0)
Geoms(32,1) = KODE_dCreateSphere(space,14.0)
KODE_dGeomSetBody Geoms(32,1),Bodies(32)
Meshes(32,1) = CreateCylinder(8)
FitMesh Meshes(32,1),-15.0,-5.0,-15.0,30.0,10.0,30.0
EntityColor Meshes(32,1),0,28,192
PositionMesh Meshes(32,1),0.0,0.0,0.0
RotateMesh Meshes(32,1),0.0,0.0,90.0
PositionEntity Meshes(32,1),6.03004,37.0,31.1949
RotateEntity Meshes(32,1),0.0,0.0,0.0
;Entity: wheel3
Bodies(33) = KODE_dBodyCreate()
KODE_dBodySetCylinderMass(Bodies(33),15.0,0.0,20.0)
KODE_dBodySetPosition(Bodies(33),-40.0428,37.0,-51.9096)
KODE_dBodySetRotation(Bodies(33),0.0,0.0,0.0)
Geoms(33,1) = KODE_dCreateSphere(space,14.0)
KODE_dGeomSetBody Geoms(33,1),Bodies(33)
Meshes(33,1) = CreateCylinder(8)
FitMesh Meshes(33,1),-15.0,-5.0,-15.0,30.0,10.0,30.0
EntityColor Meshes(33,1),0,28,192
PositionMesh Meshes(33,1),0.0,0.0,0.0
RotateMesh Meshes(33,1),0.0,0.0,90.0
PositionEntity Meshes(33,1),-40.0428,37.0,-51.9096
RotateEntity Meshes(33,1),0.0,0.0,0.0
;Entity: FLOOR1
Geoms(65,1) = KODE_dCreateBox(space,400.0,1.0,400.0)
KODE_dGeomSetPosition Geoms(65,1),-31.5535,0.0,-8.30634
KODE_dGeomSetRotation Geoms(65,1),0.0,0,0.0
Meshes(65,1) = CreateCube()
FitMesh Meshes(65,1),-0.5,-0.5,-0.5,1,1,1
EntityColor Meshes(65,1),160,28,0
ScaleMesh Meshes(65,1),400.0,1.0,400.0
PositionMesh Meshes(65,1),0.0,0.0,0.0
RotateMesh Meshes(65,1),0.0,0.0,0.0
PositionEntity Meshes(65,1),-31.5535,0.0,-8.30634
RotateEntity Meshes(65,1),0.0,0.0,0.0
;Entity: FLOOR2
Geoms(66,1) = KODE_dCreateBox(space,400.0,1.0,400.0)
KODE_dGeomSetPosition Geoms(66,1),-31.5535,3.94791,269.795
KODE_dGeomSetRotation Geoms(66,1),0.0,0,0.0
Meshes(66,1) = CreateCube()
FitMesh Meshes(66,1),-0.5,-0.5,-0.5,1,1,1
EntityColor Meshes(66,1),160,28,0
ScaleMesh Meshes(66,1),400.0,1.0,400.0
PositionMesh Meshes(66,1),0.0,0.0,0.0
RotateMesh Meshes(66,1),0.0,0.0,0.0
PositionEntity Meshes(66,1),-31.5535,3.94791,269.795
RotateEntity Meshes(66,1),0.0,0.0,0.0
;Joint: joint1
Joints(34)= KODE_dJointCreateHinge2()
KODE_dJointAttach(Joints(34),Bodies(27),Bodies(28))
KODE_dJointSetHinge2Anchor(Joints(34),-38.4365,37.0,31.4344)
KODE_dJointSetHinge2Axis1(Joints(34),0.0,1.0,0.0)
KODE_dJointSetHinge2Axis2(Joints(34),-1.0,0.0,0.0000001)
KODE_dJointSetHinge2Param(Joints(34),dParamLoStop,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamHiStop,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamVel,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamVel2,600.0)
KODE_dJointSetHinge2Param(Joints(34),dParamFMax,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamFMax2,600.0)
KODE_dJointSetHinge2Param(Joints(34),dParamFudgeFactor,1.0)
KODE_dJointSetHinge2Param(Joints(34),dParamBounce,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamCFM,0.01)
KODE_dJointSetHinge2Param(Joints(34),dParamStopERP,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamStopCFM,0.0)
KODE_dJointSetHinge2Param(Joints(34),dParamSuspensionERP,0.5)
KODE_dJointSetHinge2Param(Joints(34),dParamSuspensionCFM,0.01)
;Joint: joint3
Joints(35)= KODE_dJointCreateHinge2()
KODE_dJointAttach(Joints(35),Bodies(27),Bodies(33))
KODE_dJointSetHinge2Anchor(Joints(35),-40.0428,37.0,-51.9096)
KODE_dJointSetHinge2Axis1(Joints(35),0.0,1.0,0.0)
KODE_dJointSetHinge2Axis2(Joints(35),-1.0,0.0,0.0000001)
KODE_dJointSetHinge2Param(Joints(35),dParamLoStop,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamHiStop,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamVel,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamVel2,600.0)
KODE_dJointSetHinge2Param(Joints(35),dParamFMax,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamFMax2,600.0)
KODE_dJointSetHinge2Param(Joints(35),dParamFudgeFactor,1.0)
KODE_dJointSetHinge2Param(Joints(35),dParamBounce,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamCFM,0.001)
KODE_dJointSetHinge2Param(Joints(35),dParamStopERP,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamStopCFM,0.0)
KODE_dJointSetHinge2Param(Joints(35),dParamSuspensionERP,0.5)
KODE_dJointSetHinge2Param(Joints(35),dParamSuspensionCFM,0.01)
;Joint: joint2
Joints(36)= KODE_dJointCreateHinge2()
KODE_dJointAttach(Joints(36),Bodies(27),Bodies(32))
KODE_dJointSetHinge2Anchor(Joints(36),5.47029,37.0,31.1949)
KODE_dJointSetHinge2Axis1(Joints(36),0.0,1.0,0.0)
KODE_dJointSetHinge2Axis2(Joints(36),-1.0,0.0,0.0000001)
KODE_dJointSetHinge2Param(Joints(36),dParamLoStop,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamHiStop,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamVel,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamVel2,600.0)
KODE_dJointSetHinge2Param(Joints(36),dParamFMax,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamFMax2,600.0)
KODE_dJointSetHinge2Param(Joints(36),dParamFudgeFactor,1.0)
KODE_dJointSetHinge2Param(Joints(36),dParamBounce,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamCFM,0.01)
KODE_dJointSetHinge2Param(Joints(36),dParamStopERP,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamStopCFM,0.0)
KODE_dJointSetHinge2Param(Joints(36),dParamSuspensionERP,0.5)
KODE_dJointSetHinge2Param(Joints(36),dParamSuspensionCFM,0.01)
;Joint: joint4
Joints(37)= KODE_dJointCreateHinge2()
KODE_dJointAttach(Joints(37),Bodies(27),Bodies(31))
KODE_dJointSetHinge2Anchor(Joints(37),4.4863,37.0,-51.8248)
KODE_dJointSetHinge2Axis1(Joints(37),0.0,1.0,0.0)
KODE_dJointSetHinge2Axis2(Joints(37),-1.0,0.0,0.0000001)
KODE_dJointSetHinge2Param(Joints(37),dParamLoStop,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamHiStop,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamVel,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamVel2,600.0)
KODE_dJointSetHinge2Param(Joints(37),dParamFMax,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamFMax2,600.0)
KODE_dJointSetHinge2Param(Joints(37),dParamFudgeFactor,1.0)
KODE_dJointSetHinge2Param(Joints(37),dParamBounce,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamCFM,0.01)
KODE_dJointSetHinge2Param(Joints(37),dParamStopERP,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamStopCFM,0.0)
KODE_dJointSetHinge2Param(Joints(37),dParamSuspensionERP,0.5)
KODE_dJointSetHinge2Param(Joints(37),dParamSuspensionCFM,0.01)
;MAIN LOOP
while (not keyhit(1))
KODE_dWorldQuickStep 0.1
For i=1 to 1000
If (Bodies(i)<>0)
For j=1 to 1000
If (Meshes(i,j)<>0)
PositionEntity Meshes(i,j),KODE_dBodyGetPositionX(Bodies(i)),KODE_dBodyGetPositionY(Bodies(i)),KODE_dBodyGetPositionZ(Bodies(i))
RotateEntity Meshes(i,j),KODE_dBodyGetPitch(Bodies(i)),KODE_dBodyGetYaw(Bodies(i)),KODE_dBodyGetRoll(Bodies(i))
EndIf
Next
;LINEAR AND ANGULAR DUMPING
dump# = 0.99
ax# = KODE_dBodyGetAngularVelX(Bodies(i))
ay# = KODE_dBodyGetAngularVelY(Bodies(i))
az# = KODE_dBodyGetAngularVelZ(Bodies(i))
KODE_dBodySetAngularVel(Bodies(i),ax#*dump#,ay#*dump#,az#*dump#)
EndIf
Next
;RenderWorld
RenderWorld()
Flip
Wend
;CLOSE ODE AND END
KODE_dWorldDestroy()
KODE_dCloseODE()
End