I continue to make test on Panda3D before to choose it for ur next project.
The main problem actually is to have an complete and correct pipeline part with shader, normalmap, specularmap, etc…
with free 3d software.
I’ve make some test on a litle test level.
After converting with different tools and differents format i’ve got an error when i try to see it in pview :
:pnmimage(error): too many colors - 257
Is their some limitation about texture on egg file ?
Here is the different test :
roman.x from roman.obj using personal convertor.
roman_x2egg.egg from roman.x using x2egg.
[!] :pnmimage(error): too many colors - 257
roman_blender.egg from roman.obj importer in blender and using Chicken r44.
[!] :pnmimage(error): too many colors - 257
roman_from_blender.x from roman.obj importer in blender and using Blender *.X exporter.
roman_from_blender_x2egg.egg from roman_from_blender.x using x2egg.
[!] :pnmimage(error): too many colors - 257
roman.egg from roman.obj using obj2egg (thx a lot treeform).
[*] Correct pview (with out texture because mtl file not read and exported).
For those who want to test, here is the pack with model and with texture (shader and effect not in the pack) :
Test Level Panda3D
The main question i’ve (after the egg error) is what software you use for an complete game dev prod if you want to use Panda3D ?
I’ve to say that Panda3D is very interesting in game dev because it’s an real game engine not only an renderer but the pipeline way and tools are most orientated with maya.
Do you write your how convertor ? like treeform ? (well the only that work for now for me :p)
If any have some good advice for the “pipeline” part of the engine i’ll take it with pleasure (specification, special limitation, procedure to follow, …)
ps: it’s really impressive that all the exporter that have to respect an file format (well if we are in an perfect world ) have so different result in size (x file (2.9mo to 7.6Mo) and egg file (10mo to 28 Mo)).