io_scene_3ds: Added ambient light color #104519
@ -87,10 +87,12 @@ MAP_RCOL = 0xA364 # Red tint
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MAP_GCOL = 0xA366 # Green tint
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MAP_BCOL = 0xA368 # Blue tint
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RGB = 0x0010 # RGB float
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RGB1 = 0x0011 # RGB Color1
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RGB2 = 0x0012 # RGB Color2
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RGB = 0x0010 # RGB float Color1
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RGB1 = 0x0011 # RGB int Color1
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RGBI = 0x0012 # RGB int Color2
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RGBF = 0x0013 # RGB float Color2
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PCT = 0x0030 # Percent chunk
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PCTF = 0x0031 # Percent float
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MASTERSCALE = 0x0100 # Master scale factor
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# >------ sub defines of OBJECT
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@ -518,7 +520,7 @@ def make_material_subchunk(chunk_id, color):
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col1.add_variable("color1", _3ds_rgb_color(color))
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mat_sub.add_subchunk(col1)
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# optional:
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#col2 = _3ds_chunk(RGB1)
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#col2 = _3ds_chunk(RGBI)
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#col2.add_variable("color2", _3ds_rgb_color(color))
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# mat_sub.add_subchunk(col2)
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return mat_sub
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@ -716,7 +718,7 @@ def make_material_chunk(material, image):
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if wrap.roughness_texture:
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roughness = [wrap.roughness_texture]
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r_pct = material.roughness
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r_pct = 1 - material.roughness
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matmap = make_material_texture_chunk(MAT_SHINMAP, roughness, r_pct)
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if matmap:
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material_chunk.add_subchunk(matmap)
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