Is there anyway to just call the folder to make the egg file? Or get wildcards to work? I have over 150 images (cute downable) to be place for a “boom” animation, but if I have to call each file… that be nuts XD. Any tricks to get them all called with out creating a big command line post to call em all?
I am really trying to find a way to get egg-texture-cards to work for me on windows and I happened across this forum post.
I don’t really have any experience with python (I am attempting to program my game in C++) but I am trying to make some animated billboards and this seems the recommended way to do it.
I have a bunch of textures named coin1.png through coin12.png
so I put them all in the panda3D-1.7.2/bin directory and I also made a eggmker.py file in the same directory and stuck this code in it:
Why not just open a command window and type the command:
egg-texture-cards -o outeggFile.egg coin*.png
Seems a lot easier than constructing it by Python code. But if you really wanted to use Python code, you have to remember the “-o” before the output file name.
Neither of those seems to work.
Maybe this has to do with what was mentioned earlier.
Do you know if the special node created by egg-texture-cards is faster in-game than just swapping the texture on a regular node every frame with a new one from a textureCollection?
Yeah, and I was the one who made that previous observation, though I still don’t entirely believe it. But maybe I’ll accept it.
Of course, you could use Python (or a text editor, or the scripting language of your choice) to generate a .bat file that names all of the png files on a single command line, then run that .bat file in the command shell.
It’s about the same. The main advantage of egg-texture-cards is its convenience. It’s also good because you can specify per-texture properties like mipmapping and such. And it’s useful for passing through egg-palettize, which can actually be an important performance boost on its own (but it’s complicated to use, and many people don’t bother).