diff --git a/AssetStudioFBX/AssetStudioFBXExporter.cpp b/AssetStudioFBX/AssetStudioFBXExporter.cpp index 2884e67..ef52df1 100644 --- a/AssetStudioFBX/AssetStudioFBXExporter.cpp +++ b/AssetStudioFBX/AssetStudioFBXExporter.cpp @@ -422,15 +422,15 @@ namespace AssetStudio Color reflection = mat->Reflection; pMat = FbxSurfacePhong::Create(pScene, pMatName); pMat->Diffuse.Set(FbxDouble3(diffuse.R, diffuse.G, diffuse.B)); - pMat->DiffuseFactor.Set(FbxDouble(diffuse.A)); + //pMat->DiffuseFactor.Set(FbxDouble(diffuse.A)); pMat->Ambient.Set(FbxDouble3(ambient.R, ambient.G, ambient.B)); - pMat->AmbientFactor.Set(FbxDouble(ambient.A)); + //pMat->AmbientFactor.Set(FbxDouble(ambient.A)); pMat->Emissive.Set(FbxDouble3(emissive.R, emissive.G, emissive.B)); - pMat->EmissiveFactor.Set(FbxDouble(emissive.A)); + //pMat->EmissiveFactor.Set(FbxDouble(emissive.A)); pMat->Specular.Set(FbxDouble3(specular.R, specular.G, specular.B)); - pMat->SpecularFactor.Set(FbxDouble(specular.A)); + //pMat->SpecularFactor.Set(FbxDouble(specular.A)); pMat->Reflection.Set(FbxDouble3(reflection.R, reflection.G, reflection.B)); - pMat->ReflectionFactor.Set(FbxDouble(reflection.A)); + //pMat->ReflectionFactor.Set(FbxDouble(reflection.A)); pMat->Shininess.Set(FbxDouble(mat->Shininess)); pMat->TransparencyFactor.Set(FbxDouble(mat->Transparency)); pMat->ShadingModel.Set(lShadingName); diff --git a/AssetStudioUtility/ModelConverter.cs b/AssetStudioUtility/ModelConverter.cs index f5363c6..ef2f394 100644 --- a/AssetStudioUtility/ModelConverter.cs +++ b/AssetStudioUtility/ModelConverter.cs @@ -566,6 +566,14 @@ namespace AssetStudio } iMat = new ImportedMaterial(); iMat.Name = mat.m_Name; + //default values + iMat.Diffuse = new Color(0.8f, 0.8f, 0.8f, 1); + iMat.Ambient = new Color(0.2f, 0.2f, 0.2f, 1); + iMat.Emissive = new Color(0, 0, 0, 1); + iMat.Specular = new Color(0.2f, 0.2f, 0.2f, 1); + iMat.Reflection = new Color(0, 0, 0, 1); + iMat.Shininess = 20f; + iMat.Transparency = 0f; foreach (var col in mat.m_SavedProperties.m_Colors) { switch (col.Key)