diff --git a/naomiLib_importer/__init__.py b/naomiLib_importer/__init__.py index e74c8a4..4ae2fb2 100644 --- a/naomiLib_importer/__init__.py +++ b/naomiLib_importer/__init__.py @@ -2,8 +2,8 @@ "name" : "NaomiLib Importer for Blender", "author" : "zocker_160, VincentNL, TVIndustries", "description" : "Addon for importing NaomiLib .bin/.raw files", - "blender" : (3, 4, 1), - "version" : (0, 14, 4), + "blender" : (3, 6, 5), + "version" : (0, 14, 5), "location" : "File > Import", "warning" : "", "category" : "Import", @@ -126,8 +126,8 @@ class Naomi_GlobalParam_0(bpy.types.PropertyGroup): ) class Naomi_GlobalParam_1(bpy.types.PropertyGroup): skp1stSrcOp : bpy.props.BoolProperty( - description= "Skip 1st legitimate source option", - name = "Skip 1st Lgt Src Op", + description= "Skip the first light source calculation", + name = "Skip 1st Light Source", ) envMap : bpy.props.BoolProperty( description= "Apply Environment Mapping", @@ -135,11 +135,11 @@ class Naomi_GlobalParam_1(bpy.types.PropertyGroup): ) pltTex : bpy.props.BoolProperty( description= "Palette is used on texture", - name = "Paletted Texture", + name = "Palette Texture", ) bumpMap : bpy.props.BoolProperty( description= "BumpMap is used/available", - name = "Bump Map Available", + name = "Bump Map", ) class COL_PT_collection_gps(bpy.types.Panel): _context_path = "collection" @@ -180,7 +180,7 @@ def update_mesh_color(self, context): if active_object.material_slots: material = active_object.material_slots[0].material if material.use_nodes and material.node_tree: - # Find the Principled BSDF shader node + # Find the Specular BSDF shader node principled_node = None for node in material.node_tree.nodes: if node.type == 'BSDF_PRINCIPLED': @@ -191,7 +191,7 @@ def update_mesh_color(self, context): # Update the base color of the Principled BSDF shader base_color = self.meshColor principled_node.inputs['Base Color'].default_value = ( - *base_color[:3], base_color[3]) # Convert to tuple (R, G, B, A) + base_color) # Convert to tuple (R, G, B, A) def update_mesh_offsetcolor(self, context): active_object = bpy.context.active_object @@ -210,8 +210,8 @@ def update_mesh_offsetcolor(self, context): if principled_node: # Update the base color of the Principled BSDF shader base_color = self.meshOffsetColor - principled_node.inputs['Subsurface Color'].default_value = ( - *base_color[:3], base_color[3]) # Convert to tuple (R, G, B, A) + principled_node.inputs['Specular Tint'].default_value = ( + base_color) # Convert to tuple (R, G, B, A) def update_texture(self, context): @@ -255,7 +255,8 @@ def update_texture(self, context): self.mh_texID = 0 # Set the value to 0 if it's negative bpy.context.area.tag_redraw() else: - if debug:print("No active mesh object with materials found.") + pass + #if debug:print("No active mesh object with materials found.")