Hi,
Why the .MDL files format in UrhoSharp is different with other .mdl files for game engaging source
For example the Header Begins with UMDL but in other Begins with MDL5 .. MDL7 ....
And Source engine can not start these such files so What do I do for Loading 3D max files(.max) and convert to (MDL) then Load in UrhoSharp ?
Is there any IDE for making mdl files for UrhoSharp ?
Thanks in advance
The Best Regards,
Vahid
@asaaaa said:
Hi,
Why the .MDL files format in UrhoSharp is different with other .mdl files for game engaging source
For example the Header Begins with UMDL but in other Begins with MDL5 .. MDL7 ....
And Source engine can not start these such files so What do I do for Loading 3D max files(.max) and convert to (MDL) then Load in UrhoSharp ?
Is there any IDE for making mdl files for UrhoSharp ?
Thanks in advance
The Best Regards,
Vahid
MDL is a custom binary format, you can convert almost any well-known format (such as .blend, .fbx, .obj, etc) via a special tool - AssetImporter: https://urho3d.github.io/documentation/1.4/_tools.html. It has nothing in common with other "MDL" files used in other game engines.
Unfortunately we don't keep AssetImporter.exe binaries so you will have to compile it yourself, see https://urho3d.github.io/documentation/1.6/_building.html
Answers
MDL is a custom binary format, you can convert almost any well-known format (such as .blend, .fbx, .obj, etc) via a special tool - AssetImporter: https://urho3d.github.io/documentation/1.4/_tools.html. It has nothing in common with other "MDL" files used in other game engines.
Unfortunately we don't keep AssetImporter.exe binaries so you will have to compile it yourself, see https://urho3d.github.io/documentation/1.6/_building.html