diff --git a/io_scene_3ds/__init__.py b/io_scene_3ds/__init__.py
deleted file mode 100644
index 9430ca410aeb3a7fbe48ac0f36537e9d81c54fdc..0000000000000000000000000000000000000000
--- a/io_scene_3ds/__init__.py
+++ /dev/null
@@ -1,175 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-#  This program is free software; you can redistribute it and/or
-#  modify it under the terms of the GNU General Public License
-#  as published by the Free Software Foundation; either version 2
-#  of the License, or (at your option) any later version.
-#
-#  This program is distributed in the hope that it will be useful,
-#  but WITHOUT ANY WARRANTY; without even the implied warranty of
-#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-#  GNU General Public License for more details.
-#
-#  You should have received a copy of the GNU General Public License
-#  along with this program; if not, write to the Free Software Foundation,
-#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-from bpy_extras.io_utils import (
-    ImportHelper,
-    ExportHelper,
-    orientation_helper,
-    axis_conversion,
-)
-from bpy.props import (
-    BoolProperty,
-    EnumProperty,
-    FloatProperty,
-    StringProperty,
-)
-import bpy
-bl_info = {
-    "name": "Autodesk 3DS format",
-    "author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
-    "version": (2, 3, 1),
-    "blender": (3, 0, 0),
-    "location": "File > Import",
-    "description": "Import 3DS, meshes, uvs, materials, textures, "
-                   "cameras & lamps",
-    "warning": "Images must be in file folder",
-    "doc_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
-               "Scripts/Import-Export/Autodesk_3DS",
-    "category": "Import-Export",
-}
-
-if "bpy" in locals():
-    import importlib
-    if "import_3ds" in locals():
-        importlib.reload(import_3ds)
-    if "export_3ds" in locals():
-        importlib.reload(export_3ds)
-
-
-@orientation_helper(axis_forward='Y', axis_up='Z')
-class Import3DS(bpy.types.Operator, ImportHelper):
-    """Import from 3DS file format (.3ds)"""
-    bl_idname = "import_scene.autodesk_3ds"
-    bl_label = 'Import 3DS'
-    bl_options = {'UNDO'}
-
-    filename_ext = ".3ds"
-    filter_glob: StringProperty(default="*.3ds", options={'HIDDEN'})
-
-    constrain_size: FloatProperty(
-        name="Size Constraint",
-        description="Scale the model by 10 until it reaches the "
-        "size constraint (0 to disable)",
-        min=0.0, max=1000.0,
-        soft_min=0.0, soft_max=1000.0,
-        default=10.0,
-    )
-    use_image_search: BoolProperty(
-        name="Image Search",
-        description="Search subdirectories for any associated images "
-        "(Warning, may be slow)",
-        default=True,
-    )
-    use_apply_transform: BoolProperty(
-        name="Apply Transform",
-        description="Workaround for object transformations "
-        "importing incorrectly",
-        default=True,
-    )
-
-    read_keyframe: bpy.props.BoolProperty(
-        name="Read Keyframe",
-        description="Read the keyframe data",
-        default=True,
-    )
-
-    def execute(self, context):
-        from . import import_3ds
-
-        keywords = self.as_keywords(ignore=("axis_forward",
-                                            "axis_up",
-                                            "filter_glob",
-                                            ))
-
-        global_matrix = axis_conversion(from_forward=self.axis_forward,
-                                        from_up=self.axis_up,
-                                        ).to_4x4()
-        keywords["global_matrix"] = global_matrix
-
-        return import_3ds.load(self, context, **keywords)
-
-
-@orientation_helper(axis_forward='Y', axis_up='Z')
-class Export3DS(bpy.types.Operator, ExportHelper):
-    """Export to 3DS file format (.3ds)"""
-    bl_idname = "export_scene.autodesk_3ds"
-    bl_label = 'Export 3DS'
-
-    filename_ext = ".3ds"
-    filter_glob: StringProperty(
-        default="*.3ds",
-        options={'HIDDEN'},
-    )
-
-    use_selection: BoolProperty(
-        name="Selection Only",
-        description="Export selected objects only",
-        default=False,
-    )
-
-    def execute(self, context):
-        from . import export_3ds
-
-        keywords = self.as_keywords(ignore=("axis_forward",
-                                            "axis_up",
-                                            "filter_glob",
-                                            "check_existing",
-                                            ))
-        global_matrix = axis_conversion(to_forward=self.axis_forward,
-                                        to_up=self.axis_up,
-                                        ).to_4x4()
-        keywords["global_matrix"] = global_matrix
-
-        return export_3ds.save(self, context, **keywords)
-
-
-# Add to a menu
-def menu_func_export(self, context):
-    self.layout.operator(Export3DS.bl_idname, text="3D Studio (.3ds)")
-
-
-def menu_func_import(self, context):
-    self.layout.operator(Import3DS.bl_idname, text="3D Studio (.3ds)")
-
-
-def register():
-    bpy.utils.register_class(Import3DS)
-    bpy.utils.register_class(Export3DS)
-
-    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
-    bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
-
-
-def unregister():
-    bpy.utils.unregister_class(Import3DS)
-    bpy.utils.unregister_class(Export3DS)
-
-    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
-    bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
-
-# NOTES:
-# why add 1 extra vertex? and remove it when done? -
-#  "Answer - eekadoodle - would need to re-order UV's without this since face
-#  order isnt always what we give blender, BMesh will solve :D"
-#
-# disabled scaling to size, this requires exposing bb (easy) and understanding
-# how it works (needs some time)
-
-
-if __name__ == "__main__":
-    register()
diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py
deleted file mode 100644
index 55053222adaf7868b50031449543f8242324a449..0000000000000000000000000000000000000000
--- a/io_scene_3ds/export_3ds.py
+++ /dev/null
@@ -1,1454 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-#  This program is free software; you can redistribute it and/or
-#  modify it under the terms of the GNU General Public License
-#  as published by the Free Software Foundation; either version 2
-#  of the License, or (at your option) any later version.
-#
-#  This program is distributed in the hope that it will be useful,
-#  but WITHOUT ANY WARRANTY; without even the implied warranty of
-#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-#  GNU General Public License for more details.
-#
-#  You should have received a copy of the GNU General Public License
-#  along with this program; if not, write to the Free Software Foundation,
-#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# Script copyright (C) Bob Holcomb
-# Contributors: Campbell Barton, Bob Holcomb, Richard Lärkäng, Damien McGinnes, Mark Stijnman, Sebastian Sille
-
-"""
-Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information
-from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
-"""
-
-import bpy
-import math
-import struct
-import mathutils
-import bpy_extras
-from bpy_extras import node_shader_utils
-
-######################################################
-# Data Structures
-######################################################
-
-# Some of the chunks that we will export
-# ----- Primary Chunk, at the beginning of each file
-PRIMARY = 0x4D4D
-
-# ------ Main Chunks
-VERSION = 0x0002  # This gives the version of the .3ds file
-KFDATA = 0xB000  # This is the header for all of the key frame info
-
-# ------ sub defines of OBJECTINFO
-OBJECTINFO = 0x3D3D  # Main mesh object chunk before the material and object information
-MESHVERSION = 0x3D3E  # This gives the version of the mesh
-AMBIENTLIGHT = 0x2100  # The color of the ambient light
-MATERIAL = 45055  # 0xAFFF // This stored the texture info
-OBJECT = 16384  # 0x4000 // This stores the faces, vertices, etc...
-
-# >------ sub defines of MATERIAL
-MATNAME = 0xA000  # This holds the material name
-MATAMBIENT = 0xA010  # Ambient color of the object/material
-MATDIFFUSE = 0xA020  # This holds the color of the object/material
-MATSPECULAR = 0xA030  # Specular color of the object/material
-MATSHINESS = 0xA040  # Specular intensity of the object/material (percent)
-MATSHIN2 = 0xA041  # Reflection of the object/material (percent)
-MATSHIN3 = 0xA042  # metallic/mirror of the object/material (percent)
-MATTRANS = 0xA050  # Transparency value (100-OpacityValue) (percent)
-MATSELFILPCT = 0xA084  # Self illumination strength (percent)
-MATSHADING = 0xA100  # Material shading method
-
-MAT_DIFFUSEMAP = 0xA200  # This is a header for a new diffuse texture
-MAT_SPECMAP = 0xA204  # head for specularity map
-MAT_OPACMAP = 0xA210  # head for opacity map
-MAT_REFLMAP = 0xA220  # head for reflect map
-MAT_BUMPMAP = 0xA230  # head for normal map
-MAT_BUMP_PERCENT = 0xA252  # Normalmap strength (percent)
-MAT_TEX2MAP = 0xA33A  # head for secondary texture
-MAT_SHINMAP = 0xA33C  # head for roughness map
-MAT_SELFIMAP = 0xA33D  # head for emission map
-
-# >------ sub defines of MAT_MAP
-MATMAPFILE = 0xA300  # This holds the file name of a texture
-MAT_MAP_TILING = 0xa351   # 2nd bit (from LSB) is mirror UV flag
-MAT_MAP_TEXBLUR = 0xA353  # Texture blurring factor
-MAT_MAP_USCALE = 0xA354   # U axis scaling
-MAT_MAP_VSCALE = 0xA356   # V axis scaling
-MAT_MAP_UOFFSET = 0xA358  # U axis offset
-MAT_MAP_VOFFSET = 0xA35A  # V axis offset
-MAT_MAP_ANG = 0xA35C      # UV rotation around the z-axis in rad
-MAP_COL1 = 0xA360  # Tint Color1
-MAP_COL2 = 0xA362  # Tint Color2
-MAP_RCOL = 0xA364  # Red tint
-MAP_GCOL = 0xA366  # Green tint
-MAP_BCOL = 0xA368  # Blue tint
-
-RGB = 0x0010  # RGB float
-RGB1 = 0x0011  # RGB Color1
-RGB2 = 0x0012  # RGB Color2
-PCT = 0x0030  # Percent chunk
-MASTERSCALE = 0x0100  # Master scale factor
-
-# >------ sub defines of OBJECT
-OBJECT_MESH = 0x4100  # This lets us know that we are reading a new object
-OBJECT_LIGHT = 0x4600  # This lets us know we are reading a light object
-OBJECT_CAMERA = 0x4700  # This lets us know we are reading a camera object
-
-# >------ Sub defines of LIGHT
-LIGHT_MULTIPLIER = 0x465B  # The light energy factor
-LIGHT_SPOTLIGHT = 0x4610  # The target of a spotlight
-LIGHT_SPOTROLL = 0x4656  # The roll angle of the spot
-
-# >------ sub defines of CAMERA
-OBJECT_CAM_RANGES = 0x4720  # The camera range values
-
-# >------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110  # The objects vertices
-OBJECT_VERTFLAGS = 0x4111  # The objects vertex flags
-OBJECT_FACES = 0x4120  # The objects faces
-OBJECT_MATERIAL = 0x4130  # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140  # The UV texture coordinates
-OBJECT_SMOOTH = 0x4150  # The objects smooth groups
-OBJECT_TRANS_MATRIX = 0x4160  # The Object Matrix
-
-# >------ sub defines of KFDATA
-KFDATA_KFHDR = 0xB00A
-KFDATA_KFSEG = 0xB008
-KFDATA_KFCURTIME = 0xB009
-KFDATA_OBJECT_NODE_TAG = 0xB002
-
-# >------ sub defines of OBJECT_NODE_TAG
-OBJECT_NODE_ID = 0xB030
-OBJECT_NODE_HDR = 0xB010
-OBJECT_PIVOT = 0xB013
-OBJECT_INSTANCE_NAME = 0xB011
-POS_TRACK_TAG = 0xB020
-ROT_TRACK_TAG = 0xB021
-SCL_TRACK_TAG = 0xB022
-
-
-# So 3ds max can open files, limit names to 12 in length
-# this is very annoying for filenames!
-name_unique = []  # stores str, ascii only
-name_mapping = {}  # stores {orig: byte} mapping
-
-
-def sane_name(name):
-    name_fixed = name_mapping.get(name)
-    if name_fixed is not None:
-        return name_fixed
-
-    # strip non ascii chars
-    new_name_clean = new_name = name.encode("ASCII", "replace").decode("ASCII")[:12]
-    i = 0
-
-    while new_name in name_unique:
-        new_name = new_name_clean + ".%.3d" % i
-        i += 1
-
-    # note, appending the 'str' version.
-    name_unique.append(new_name)
-    name_mapping[name] = new_name = new_name.encode("ASCII", "replace")
-    return new_name
-
-
-def uv_key(uv):
-    return round(uv[0], 6), round(uv[1], 6)
-
-
-# size defines:
-SZ_SHORT = 2
-SZ_INT = 4
-SZ_FLOAT = 4
-
-
-class _3ds_ushort(object):
-    """Class representing a short (2-byte integer) for a 3ds file.
-    *** This looks like an unsigned short H is unsigned from the struct docs - Cam***"""
-    __slots__ = ("value", )
-
-    def __init__(self, val=0):
-        self.value = val
-
-    def get_size(self):
-        return SZ_SHORT
-
-    def write(self, file):
-        file.write(struct.pack("<H", self.value))
-
-    def __str__(self):
-        return str(self.value)
-
-
-class _3ds_uint(object):
-    """Class representing an int (4-byte integer) for a 3ds file."""
-    __slots__ = ("value", )
-
-    def __init__(self, val):
-        self.value = val
-
-    def get_size(self):
-        return SZ_INT
-
-    def write(self, file):
-        file.write(struct.pack("<I", self.value))
-
-    def __str__(self):
-        return str(self.value)
-
-
-class _3ds_float(object):
-    """Class representing a 4-byte IEEE floating point number for a 3ds file."""
-    __slots__ = ("value", )
-
-    def __init__(self, val):
-        self.value = val
-
-    def get_size(self):
-        return SZ_FLOAT
-
-    def write(self, file):
-        file.write(struct.pack("<f", self.value))
-
-    def __str__(self):
-        return str(self.value)
-
-
-class _3ds_string(object):
-    """Class representing a zero-terminated string for a 3ds file."""
-    __slots__ = ("value", )
-
-    def __init__(self, val):
-        assert(type(val) == bytes)
-        self.value = val
-
-    def get_size(self):
-        return (len(self.value) + 1)
-
-    def write(self, file):
-        binary_format = "<%ds" % (len(self.value) + 1)
-        file.write(struct.pack(binary_format, self.value))
-
-    def __str__(self):
-        return str(self.value)
-
-
-class _3ds_point_3d(object):
-    """Class representing a three-dimensional point for a 3ds file."""
-    __slots__ = "x", "y", "z"
-
-    def __init__(self, point):
-        self.x, self.y, self.z = point
-
-    def get_size(self):
-        return 3 * SZ_FLOAT
-
-    def write(self, file):
-        file.write(struct.pack('<3f', self.x, self.y, self.z))
-
-    def __str__(self):
-        return '(%f, %f, %f)' % (self.x, self.y, self.z)
-
-
-# Used for writing a track
-'''
-class _3ds_point_4d(object):
-    """Class representing a four-dimensional point for a 3ds file, for instance a quaternion."""
-    __slots__ = "x","y","z","w"
-    def __init__(self, point=(0.0,0.0,0.0,0.0)):
-        self.x, self.y, self.z, self.w = point
-
-    def get_size(self):
-        return 4*SZ_FLOAT
-
-    def write(self,file):
-        data=struct.pack('<4f', self.x, self.y, self.z, self.w)
-        file.write(data)
-
-    def __str__(self):
-        return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
-'''
-
-
-class _3ds_point_uv(object):
-    """Class representing a UV-coordinate for a 3ds file."""
-    __slots__ = ("uv", )
-
-    def __init__(self, point):
-        self.uv = point
-
-    def get_size(self):
-        return 2 * SZ_FLOAT
-
-    def write(self, file):
-        data = struct.pack('<2f', self.uv[0], self.uv[1])
-        file.write(data)
-
-    def __str__(self):
-        return '(%g, %g)' % self.uv
-
-
-class _3ds_float_color(object):
-    """Class representing a rgb float color for a 3ds file."""
-    __slots__ = "r", "g", "b"
-
-    def __init__(self, col):
-        self.r, self.g, self.b = col
-
-    def get_size(self):
-        return 3 * SZ_FLOAT
-
-    def write(self, file):
-        file.write(struct.pack('3f', self.r, self.g, self.b))
-
-    def __str__(self):
-        return '{%f, %f, %f}' % (self.r, self.g, self.b)
-
-
-class _3ds_rgb_color(object):
-    """Class representing a (24-bit) rgb color for a 3ds file."""
-    __slots__ = "r", "g", "b"
-
-    def __init__(self, col):
-        self.r, self.g, self.b = col
-
-    def get_size(self):
-        return 3
-
-    def write(self, file):
-        file.write(struct.pack('<3B', int(255 * self.r), int(255 * self.g), int(255 * self.b)))
-
-    def __str__(self):
-        return '{%f, %f, %f}' % (self.r, self.g, self.b)
-
-
-class _3ds_face(object):
-    """Class representing a face for a 3ds file."""
-    __slots__ = ("vindex", "flag")
-
-    def __init__(self, vindex, flag):
-        self.vindex = vindex
-        self.flag = flag
-
-    def get_size(self):
-        return 4 * SZ_SHORT
-
-    # no need to validate every face vert. the oversized array will
-    # catch this problem
-
-    def write(self, file):
-        # The last short is used for face flags
-        file.write(struct.pack("<4H", self.vindex[0], self.vindex[1], self.vindex[2], self.flag))
-
-    def __str__(self):
-        return "[%d %d %d %d]" % (self.vindex[0], self.vindex[1], self.vindex[2], self.flag)
-
-
-class _3ds_array(object):
-    """Class representing an array of variables for a 3ds file.
-
-    Consists of a _3ds_ushort to indicate the number of items, followed by the items themselves.
-    """
-    __slots__ = "values", "size"
-
-    def __init__(self):
-        self.values = []
-        self.size = SZ_SHORT
-
-    # add an item:
-    def add(self, item):
-        self.values.append(item)
-        self.size += item.get_size()
-
-    def get_size(self):
-        return self.size
-
-    def validate(self):
-        return len(self.values) <= 65535
-
-    def write(self, file):
-        _3ds_ushort(len(self.values)).write(file)
-        for value in self.values:
-            value.write(file)
-
-    # To not overwhelm the output in a dump, a _3ds_array only
-    # outputs the number of items, not all of the actual items.
-    def __str__(self):
-        return '(%d items)' % len(self.values)
-
-
-class _3ds_named_variable(object):
-    """Convenience class for named variables."""
-
-    __slots__ = "value", "name"
-
-    def __init__(self, name, val=None):
-        self.name = name
-        self.value = val
-
-    def get_size(self):
-        if self.value is None:
-            return 0
-        else:
-            return self.value.get_size()
-
-    def write(self, file):
-        if self.value is not None:
-            self.value.write(file)
-
-    def dump(self, indent):
-        if self.value is not None:
-            print(indent * " ",
-                  self.name if self.name else "[unnamed]",
-                  " = ",
-                  self.value)
-
-
-# the chunk class
-class _3ds_chunk(object):
-    """Class representing a chunk in a 3ds file.
-
-    Chunks contain zero or more variables, followed by zero or more subchunks.
-    """
-    __slots__ = "ID", "size", "variables", "subchunks"
-
-    def __init__(self, chunk_id=0):
-        self.ID = _3ds_ushort(chunk_id)
-        self.size = _3ds_uint(0)
-        self.variables = []
-        self.subchunks = []
-
-    def add_variable(self, name, var):
-        """Add a named variable.
-
-        The name is mostly for debugging purposes."""
-        self.variables.append(_3ds_named_variable(name, var))
-
-    def add_subchunk(self, chunk):
-        """Add a subchunk."""
-        self.subchunks.append(chunk)
-
-    def get_size(self):
-        """Calculate the size of the chunk and return it.
-
-        The sizes of the variables and subchunks are used to determine this chunk\'s size."""
-        tmpsize = self.ID.get_size() + self.size.get_size()
-        for variable in self.variables:
-            tmpsize += variable.get_size()
-        for subchunk in self.subchunks:
-            tmpsize += subchunk.get_size()
-        self.size.value = tmpsize
-        return self.size.value
-
-    def validate(self):
-        for var in self.variables:
-            func = getattr(var.value, "validate", None)
-            if (func is not None) and not func():
-                return False
-
-        for chunk in self.subchunks:
-            func = getattr(chunk, "validate", None)
-            if (func is not None) and not func():
-                return False
-
-        return True
-
-    def write(self, file):
-        """Write the chunk to a file.
-
-        Uses the write function of the variables and the subchunks to do the actual work."""
-        # write header
-        self.ID.write(file)
-        self.size.write(file)
-        for variable in self.variables:
-            variable.write(file)
-        for subchunk in self.subchunks:
-            subchunk.write(file)
-
-    def dump(self, indent=0):
-        """Write the chunk to a file.
-
-        Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
-        Uses the dump function of the named variables and the subchunks to do the actual work."""
-        print(indent * " ",
-              "ID=%r" % hex(self.ID.value),
-              "size=%r" % self.get_size())
-        for variable in self.variables:
-            variable.dump(indent + 1)
-        for subchunk in self.subchunks:
-            subchunk.dump(indent + 1)
-
-
-######################################################
-# EXPORT
-######################################################
-
-def get_material_image(material):
-    """ Get images from paint slots."""
-    if material:
-        pt = material.paint_active_slot
-        tex = material.texture_paint_images
-        if pt < len(tex):
-            slot = tex[pt]
-            if slot.type == 'IMAGE':
-                return slot
-
-
-def get_uv_image(ma):
-    """ Get image from material wrapper."""
-    if ma and ma.use_nodes:
-        ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma)
-        ma_tex = ma_wrap.base_color_texture
-        if ma_tex and ma_tex.image is not None:
-            return ma_tex.image
-    else:
-        return get_material_image(ma)
-
-
-def make_material_subchunk(chunk_id, color):
-    """Make a material subchunk.
-
-    Used for color subchunks, such as diffuse color or ambient color subchunks."""
-    mat_sub = _3ds_chunk(chunk_id)
-    col1 = _3ds_chunk(RGB1)
-    col1.add_variable("color1", _3ds_rgb_color(color))
-    mat_sub.add_subchunk(col1)
-    # optional:
-    #col2 = _3ds_chunk(RGB1)
-    #col2.add_variable("color2", _3ds_rgb_color(color))
-    # mat_sub.add_subchunk(col2)
-    return mat_sub
-
-
-def make_percent_subchunk(chunk_id, percent):
-    """Make a percentage based subchunk."""
-    pct_sub = _3ds_chunk(chunk_id)
-    pcti = _3ds_chunk(PCT)
-    pcti.add_variable("percent", _3ds_ushort(int(round(percent * 100, 0))))
-    pct_sub.add_subchunk(pcti)
-    return pct_sub
-
-
-def make_texture_chunk(chunk_id, images):
-    """Make Material Map texture chunk."""
-    # Add texture percentage value (100 = 1.0)
-    ma_sub = make_percent_subchunk(chunk_id, 1)
-    has_entry = False
-
-    def add_image(img):
-        filename = bpy.path.basename(image.filepath)
-        ma_sub_file = _3ds_chunk(MATMAPFILE)
-        ma_sub_file.add_variable("image", _3ds_string(sane_name(filename)))
-        ma_sub.add_subchunk(ma_sub_file)
-
-    for image in images:
-        add_image(image)
-        has_entry = True
-
-    return ma_sub if has_entry else None
-
-
-def make_material_texture_chunk(chunk_id, texslots, pct):
-    """Make Material Map texture chunk given a seq. of `MaterialTextureSlot`'s
-        Paint slots are optionally used as image source if no nodes are
-        used. No additional filtering for mapping modes is done, all
-        slots are written "as is"."""
-    # Add texture percentage value
-    mat_sub = make_percent_subchunk(chunk_id, pct)
-    has_entry = False
-
-    def add_texslot(texslot):
-        image = texslot.image
-
-        filename = bpy.path.basename(image.filepath)
-        mat_sub_file = _3ds_chunk(MATMAPFILE)
-        mat_sub_file.add_variable("mapfile", _3ds_string(sane_name(filename)))
-        mat_sub.add_subchunk(mat_sub_file)
-        for link in texslot.socket_dst.links:
-            socket = link.from_socket.identifier
-
-        maptile = 0
-
-        # no perfect mapping for mirror modes - 3DS only has uniform mirror w. repeat=2
-        if texslot.extension == 'EXTEND':
-            maptile |= 0x1
-        # CLIP maps to 3DS' decal flag
-        elif texslot.extension == 'CLIP':
-            maptile |= 0x10
-
-        mat_sub_tile = _3ds_chunk(MAT_MAP_TILING)
-        mat_sub_tile.add_variable("tiling", _3ds_ushort(maptile))
-        mat_sub.add_subchunk(mat_sub_tile)
-
-        if socket == 'Alpha':
-            mat_sub_alpha = _3ds_chunk(MAP_TILING)
-            alphaflag = 0x40  # summed area sampling 0x20
-            mat_sub_alpha.add_variable("alpha", _3ds_ushort(alphaflag))
-            mat_sub.add_subchunk(mat_sub_alpha)
-            if texslot.socket_dst.identifier in {'Base Color', 'Specular'}:
-                mat_sub_tint = _3ds_chunk(MAP_TILING)  # RGB tint 0x200
-                tint = 0x80 if texslot.image.colorspace_settings.name == 'Non-Color' else 0x200
-                mat_sub_tint.add_variable("tint", _3ds_ushort(tint))
-                mat_sub.add_subchunk(mat_sub_tint)
-
-        mat_sub_texblur = _3ds_chunk(MAT_MAP_TEXBLUR)  # Based on observation this is usually 1.0
-        mat_sub_texblur.add_variable("maptexblur", _3ds_float(1.0))
-        mat_sub.add_subchunk(mat_sub_texblur)
-
-        mat_sub_uscale = _3ds_chunk(MAT_MAP_USCALE)
-        mat_sub_uscale.add_variable("mapuscale", _3ds_float(round(texslot.scale[0], 6)))
-        mat_sub.add_subchunk(mat_sub_uscale)
-
-        mat_sub_vscale = _3ds_chunk(MAT_MAP_VSCALE)
-        mat_sub_vscale.add_variable("mapvscale", _3ds_float(round(texslot.scale[1], 6)))
-        mat_sub.add_subchunk(mat_sub_vscale)
-
-        mat_sub_uoffset = _3ds_chunk(MAT_MAP_UOFFSET)
-        mat_sub_uoffset.add_variable("mapuoffset", _3ds_float(round(texslot.translation[0], 6)))
-        mat_sub.add_subchunk(mat_sub_uoffset)
-
-        mat_sub_voffset = _3ds_chunk(MAT_MAP_VOFFSET)
-        mat_sub_voffset.add_variable("mapvoffset", _3ds_float(round(texslot.translation[1], 6)))
-        mat_sub.add_subchunk(mat_sub_voffset)
-
-        mat_sub_angle = _3ds_chunk(MAT_MAP_ANG)
-        mat_sub_angle.add_variable("mapangle", _3ds_float(round(texslot.rotation[2], 6)))
-        mat_sub.add_subchunk(mat_sub_angle)
-
-        if texslot.socket_dst.identifier in {'Base Color', 'Specular'}:
-            rgb = _3ds_chunk(MAP_COL1)  # Add tint color
-            base = texslot.owner_shader.material.diffuse_color[:3]
-            spec = texslot.owner_shader.material.specular_color[:]
-            rgb.add_variable("mapcolor", _3ds_rgb_color(spec if texslot.socket_dst.identifier == 'Specular' else base))
-            mat_sub.add_subchunk(rgb)
-
-    # store all textures for this mapto in order. This at least is what
-    # the 3DS exporter did so far, afaik most readers will just skip
-    # over 2nd textures.
-    for slot in texslots:
-        if slot.image is not None:
-            add_texslot(slot)
-            has_entry = True
-
-    return mat_sub if has_entry else None
-
-
-def make_material_chunk(material, image):
-    """Make a material chunk out of a blender material.
-    Shading method is required for 3ds max, 0 for wireframe.
-    0x1 for flat, 0x2 for gouraud, 0x3 for phong and 0x4 for metal."""
-    material_chunk = _3ds_chunk(MATERIAL)
-    name = _3ds_chunk(MATNAME)
-    shading = _3ds_chunk(MATSHADING)
-
-    name_str = material.name if material else "None"
-
-    #if image:
-    #    name_str += image.name
-
-    name.add_variable("name", _3ds_string(sane_name(name_str)))
-    material_chunk.add_subchunk(name)
-
-    if not material:
-        shading.add_variable("shading", _3ds_ushort(1))  # Flat shading
-        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0.0, 0.0, 0.0)))
-        material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (0.8, 0.8, 0.8)))
-        material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1.0, 1.0, 1.0)))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHINESS, .2))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, 1))
-        material_chunk.add_subchunk(shading)
-
-    elif material and material.use_nodes:
-        wrap = node_shader_utils.PrincipledBSDFWrapper(material)
-        shading.add_variable("shading", _3ds_ushort(3))  # Phong shading
-        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, wrap.emission_color[:3]))
-        material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, wrap.base_color[:3]))
-        material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color[:]))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHINESS, 1 - wrap.roughness))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic))
-        material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
-        material_chunk.add_subchunk(shading)
-
-        primary_tex = False
-
-        if wrap.base_color_texture:
-            d_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
-            color = [wrap.base_color_texture]
-            matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, d_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-                primary_tex = True
-
-        if wrap.specular_texture:
-            spec = [wrap.specular_texture]
-            s_pct = material.specular_intensity
-            matmap = make_material_texture_chunk(MAT_SPECMAP, spec, s_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-
-        if wrap.alpha_texture:
-            alpha = [wrap.alpha_texture]
-            a_pct = material.diffuse_color[3]
-            matmap = make_material_texture_chunk(MAT_OPACMAP, alpha, a_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-
-        if wrap.metallic_texture:
-            metallic = [wrap.metallic_texture]
-            m_pct = material.metallic
-            matmap = make_material_texture_chunk(MAT_REFLMAP, metallic, m_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-
-        if wrap.normalmap_texture:
-            normal = [wrap.normalmap_texture]
-            b_pct = wrap.normalmap_strength
-            matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-                material_chunk.add_subchunk(make_percent_subchunk(MAT_BUMP_PERCENT, b_pct))
-
-        if wrap.roughness_texture:
-            roughness = [wrap.roughness_texture]
-            r_pct = 1 - material.roughness
-            matmap = make_material_texture_chunk(MAT_SHINMAP, roughness, r_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-
-        if wrap.emission_color_texture:
-            e_pct = wrap.emission_strength
-            emission = [wrap.emission_color_texture]
-            matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-
-        # make sure no textures are lost. Everything that doesn't fit
-        # into a channel is exported as secondary texture
-        diffuse = []
-
-        for link in wrap.material.node_tree.links:
-            if link.from_node.type == 'TEX_IMAGE' and link.to_node.type == 'MIX_RGB':
-                diffuse = [link.from_node.image]
-
-        if diffuse:
-            if primary_tex == False:
-                matmap = make_texture_chunk(MAT_DIFFUSEMAP, diffuse)
-            else:
-                matmap = make_texture_chunk(MAT_TEX2MAP, diffuse)
-            if matmap:
-                material_chunk.add_subchunk(matmap)
-
-    else:
-        shading.add_variable("shading", _3ds_ushort(2))  # Gouraud shading
-        material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, material.line_color[:3]))
-        material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.diffuse_color[:3]))
-        material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specular_color[:]))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHINESS, 1 - material.roughness))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, material.specular_intensity))
-        material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, material.metallic))
-        material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - material.diffuse_color[3]))
-        material_chunk.add_subchunk(shading)
-
-        slots = [get_material_image(material)]  # can be None
-
-        if image:
-            material_chunk.add_subchunk(make_texture_chunk(MAT_DIFFUSEMAP, slots))
-
-    return material_chunk
-
-
-class tri_wrapper(object):
-    """Class representing a triangle.
-    Used when converting faces to triangles"""
-
-    __slots__ = "vertex_index", "ma", "image", "faceuvs", "offset", "flag", "group"
-
-    def __init__(self, vindex=(0, 0, 0), ma=None, image=None, faceuvs=None, flag=0, group=0):
-        self.vertex_index = vindex
-        self.ma = ma
-        self.image = image
-        self.faceuvs = faceuvs
-        self.offset = [0, 0, 0]  # offset indices
-        self.flag = flag
-        self.group = group
-
-
-def extract_triangles(mesh):
-    """Extract triangles from a mesh."""
-
-    mesh.calc_loop_triangles()
-    (polygroup, count) = mesh.calc_smooth_groups(use_bitflags=True)
-
-    tri_list = []
-    do_uv = bool(mesh.uv_layers)
-
-    img = None
-    for i, face in enumerate(mesh.loop_triangles):
-        f_v = face.vertices
-        v1, v2, v3 = f_v[0], f_v[1], f_v[2]
-        uf = mesh.uv_layers.active.data if do_uv else None
-
-        if do_uv:
-            f_uv = [uf[lp].uv for lp in face.loops]
-            for ma in mesh.materials:
-                img = get_uv_image(ma) if uf else None
-                if img is not None:
-                    img = img.name
-            uv1, uv2, uv3 = f_uv[0], f_uv[1], f_uv[2]
-
-        """Flag 0x1 sets CA edge visible, Flag 0x2 sets BC edge visible, Flag 0x4 sets AB edge visible
-        Flag 0x8 indicates a U axis texture wrap and Flag 0x10 indicates a V axis texture wrap
-        In Blender we use the edge CA, BC, and AB flags for sharp edges flags"""
-        a_b = mesh.edges[mesh.loops[face.loops[0]].edge_index]
-        b_c = mesh.edges[mesh.loops[face.loops[1]].edge_index]
-        c_a = mesh.edges[mesh.loops[face.loops[2]].edge_index]
-
-        if v3 == 0:
-            a_b, b_c, c_a = c_a, a_b, b_c
-
-        faceflag = 0
-        if c_a.use_edge_sharp:
-            faceflag = faceflag + 0x1
-        if b_c.use_edge_sharp:
-            faceflag = faceflag + 0x2
-        if a_b.use_edge_sharp:
-            faceflag = faceflag + 0x4
-
-        smoothgroup = polygroup[face.polygon_index]
-
-        if len(f_v)==3:
-            if v3 == 0:
-                v1, v2, v3 = v3, v1, v2
-                if do_uv:
-                    uv1, uv2, uv3 = uv3, uv1, uv2
-            new_tri = tri_wrapper((v1, v2, v3), face.material_index, img)
-            if (do_uv):
-                new_tri.faceuvs = uv_key(uv1), uv_key(uv2), uv_key(uv3)
-            new_tri.flag = faceflag
-            new_tri.group = smoothgroup if face.use_smooth else 0
-            tri_list.append(new_tri)
-
-    return tri_list
-
-
-def remove_face_uv(verts, tri_list):
-    """Remove face UV coordinates from a list of triangles.
-    Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
-    need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
-    there are multiple uv coordinates per vertex."""
-
-    # initialize a list of UniqueLists, one per vertex:
-    #uv_list = [UniqueList() for i in xrange(len(verts))]
-    unique_uvs = [{} for i in range(len(verts))]
-
-    # for each face uv coordinate, add it to the UniqueList of the vertex
-    for tri in tri_list:
-        for i in range(3):
-            # store the index into the UniqueList for future reference:
-            # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
-
-            context_uv_vert = unique_uvs[tri.vertex_index[i]]
-            uvkey = tri.faceuvs[i]
-
-            offset_index__uv_3ds = context_uv_vert.get(uvkey)
-
-            if not offset_index__uv_3ds:
-                offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey)
-
-            tri.offset[i] = offset_index__uv_3ds[0]
-
-    # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
-    # only once.
-
-    # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
-    # faces refer to the new face indices:
-    vert_index = 0
-    vert_array = _3ds_array()
-    uv_array = _3ds_array()
-    index_list = []
-    for i, vert in enumerate(verts):
-        index_list.append(vert_index)
-
-        pt = _3ds_point_3d(vert.co)  # reuse, should be ok
-        uvmap = [None] * len(unique_uvs[i])
-        for ii, uv_3ds in unique_uvs[i].values():
-            # add a vertex duplicate to the vertex_array for every uv associated with this vertex:
-            vert_array.add(pt)
-            # add the uv coordinate to the uv array:
-            # This for loop does not give uv's ordered by ii, so we create a new map
-            # and add the uv's later
-            # uv_array.add(uv_3ds)
-            uvmap[ii] = uv_3ds
-
-        # Add the uv's in the correct order
-        for uv_3ds in uvmap:
-            # add the uv coordinate to the uv array:
-            uv_array.add(uv_3ds)
-
-        vert_index += len(unique_uvs[i])
-
-    # Make sure the triangle vertex indices now refer to the new vertex list:
-    for tri in tri_list:
-        for i in range(3):
-            tri.offset[i] += index_list[tri.vertex_index[i]]
-        tri.vertex_index = tri.offset
-
-    return vert_array, uv_array, tri_list
-
-
-def make_faces_chunk(tri_list, mesh, materialDict):
-    """Make a chunk for the faces.
-    Also adds subchunks assigning materials to all faces."""
-    do_smooth = False
-    use_smooth = [poly.use_smooth for poly in mesh.polygons]
-    if True in use_smooth:
-        do_smooth = True
-
-    materials = mesh.materials
-    if not materials:
-        ma = None
-
-    face_chunk = _3ds_chunk(OBJECT_FACES)
-    face_list = _3ds_array()
-
-    if mesh.uv_layers:
-        # Gather materials used in this mesh - mat/image pairs
-        unique_mats = {}
-        for i, tri in enumerate(tri_list):
-            face_list.add(_3ds_face(tri.vertex_index, tri.flag))
-
-            if materials:
-                ma = materials[tri.ma]
-                if ma:
-                    ma = ma.name
-
-            img = tri.image
-
-            try:
-                context_face_array = unique_mats[ma, img][1]
-            except:
-                name_str = ma if ma else "None"
-                #if img:
-                #    name_str += img
-
-                context_face_array = _3ds_array()
-                unique_mats[ma, img] = _3ds_string(sane_name(name_str)), context_face_array
-
-            context_face_array.add(_3ds_ushort(i))
-            # obj_material_faces[tri.ma].add(_3ds_ushort(i))
-
-        face_chunk.add_variable("faces", face_list)
-        for ma_name, ma_faces in unique_mats.values():
-            obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL)
-            obj_material_chunk.add_variable("name", ma_name)
-            obj_material_chunk.add_variable("face_list", ma_faces)
-            face_chunk.add_subchunk(obj_material_chunk)
-
-    else:
-        obj_material_faces = []
-        obj_material_names = []
-        for m in materials:
-            if m:
-                obj_material_names.append(_3ds_string(sane_name(m.name)))
-                obj_material_faces.append(_3ds_array())
-        n_materials = len(obj_material_names)
-
-        for i, tri in enumerate(tri_list):
-            face_list.add(_3ds_face(tri.vertex_index, tri.flag))
-            if (tri.ma < n_materials):
-                obj_material_faces[tri.ma].add(_3ds_ushort(i))
-
-        face_chunk.add_variable("faces", face_list)
-        for i in range(n_materials):
-            obj_material_chunk = _3ds_chunk(OBJECT_MATERIAL)
-            obj_material_chunk.add_variable("name", obj_material_names[i])
-            obj_material_chunk.add_variable("face_list", obj_material_faces[i])
-            face_chunk.add_subchunk(obj_material_chunk)
-
-    if do_smooth:
-        obj_smooth_chunk = _3ds_chunk(OBJECT_SMOOTH)
-        for i, tri in enumerate(tri_list):
-            obj_smooth_chunk.add_variable("face_" + str(i), _3ds_uint(tri.group))
-        face_chunk.add_subchunk(obj_smooth_chunk)
-
-    return face_chunk
-
-
-def make_vert_chunk(vert_array):
-    """Make a vertex chunk out of an array of vertices."""
-    vert_chunk = _3ds_chunk(OBJECT_VERTICES)
-    vert_chunk.add_variable("vertices", vert_array)
-    return vert_chunk
-
-
-def make_uv_chunk(uv_array):
-    """Make a UV chunk out of an array of UVs."""
-    uv_chunk = _3ds_chunk(OBJECT_UV)
-    uv_chunk.add_variable("uv coords", uv_array)
-    return uv_chunk
-
-
-'''
-def make_matrix_4x3_chunk(matrix):
-    matrix_chunk = _3ds_chunk(OBJECT_TRANS_MATRIX)
-    for vec in matrix.col:
-        for f in vec[:3]:
-            matrix_chunk.add_variable("matrix_f", _3ds_float(f))
-    return matrix_chunk
-'''
-
-
-def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
-    """Make a chunk out of a Blender mesh."""
-
-    # Extract the triangles from the mesh:
-    tri_list = extract_triangles(mesh)
-
-    if mesh.uv_layers:
-        # Remove the face UVs and convert it to vertex UV:
-        vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
-    else:
-        # Add the vertices to the vertex array:
-        vert_array = _3ds_array()
-        for vert in mesh.vertices:
-            vert_array.add(_3ds_point_3d(vert.co))
-        # no UV at all:
-        uv_array = None
-
-    # create the chunk:
-    mesh_chunk = _3ds_chunk(OBJECT_MESH)
-
-    # add vertex chunk:
-    mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
-
-    # add faces chunk:
-    mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict))
-
-    # if available, add uv chunk:
-    if uv_array:
-        mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
-
-    # mesh_chunk.add_subchunk(make_matrix_4x3_chunk(matrix))
-
-    # create transformation matrix chunk
-    matrix_chunk = _3ds_chunk(OBJECT_TRANS_MATRIX)
-    obj_matrix = matrix.transposed().to_3x3()
-
-    if ob.parent is None:
-        obj_translate = translation[ob.name]
-
-    else:  # Calculate child matrix translation relative to parent
-        obj_translate = translation[ob.name].cross(-1 * translation[ob.parent.name])
-
-    matrix_chunk.add_variable("xx", _3ds_float(obj_matrix[0].to_tuple(6)[0]))
-    matrix_chunk.add_variable("xy", _3ds_float(obj_matrix[0].to_tuple(6)[1]))
-    matrix_chunk.add_variable("xz", _3ds_float(obj_matrix[0].to_tuple(6)[2]))
-    matrix_chunk.add_variable("yx", _3ds_float(obj_matrix[1].to_tuple(6)[0]))
-    matrix_chunk.add_variable("yy", _3ds_float(obj_matrix[1].to_tuple(6)[1]))
-    matrix_chunk.add_variable("yz", _3ds_float(obj_matrix[1].to_tuple(6)[2]))
-    matrix_chunk.add_variable("zx", _3ds_float(obj_matrix[2].to_tuple(6)[0]))
-    matrix_chunk.add_variable("zy", _3ds_float(obj_matrix[2].to_tuple(6)[1]))
-    matrix_chunk.add_variable("zz", _3ds_float(obj_matrix[2].to_tuple(6)[2]))
-    matrix_chunk.add_variable("tx", _3ds_float(obj_translate.to_tuple(6)[0]))
-    matrix_chunk.add_variable("ty", _3ds_float(obj_translate.to_tuple(6)[1]))
-    matrix_chunk.add_variable("tz", _3ds_float(obj_translate.to_tuple(6)[2]))
-
-    mesh_chunk.add_subchunk(matrix_chunk)
-
-    return mesh_chunk
-
-
-''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
-def make_kfdata(start=0, stop=0, curtime=0):
-    """Make the basic keyframe data chunk"""
-    kfdata = _3ds_chunk(KFDATA)
-
-    kfhdr = _3ds_chunk(KFDATA_KFHDR)
-    kfhdr.add_variable("revision", _3ds_ushort(0))
-    # Not really sure what filename is used for, but it seems it is usually used
-    # to identify the program that generated the .3ds:
-    kfhdr.add_variable("filename", _3ds_string("Blender"))
-    kfhdr.add_variable("animlen", _3ds_uint(stop-start))
-
-    kfseg = _3ds_chunk(KFDATA_KFSEG)
-    kfseg.add_variable("start", _3ds_uint(start))
-    kfseg.add_variable("stop", _3ds_uint(stop))
-
-    kfcurtime = _3ds_chunk(KFDATA_KFCURTIME)
-    kfcurtime.add_variable("curtime", _3ds_uint(curtime))
-
-    kfdata.add_subchunk(kfhdr)
-    kfdata.add_subchunk(kfseg)
-    kfdata.add_subchunk(kfcurtime)
-    return kfdata
-
-def make_track_chunk(ID, obj):
-    """Make a chunk for track data.
-
-    Depending on the ID, this will construct a position, rotation or scale track."""
-    track_chunk = _3ds_chunk(ID)
-    track_chunk.add_variable("track_flags", _3ds_ushort())
-    track_chunk.add_variable("unknown", _3ds_uint())
-    track_chunk.add_variable("unknown", _3ds_uint())
-    track_chunk.add_variable("nkeys", _3ds_uint(1))
-    # Next section should be repeated for every keyframe, but for now, animation is not actually supported.
-    track_chunk.add_variable("tcb_frame", _3ds_uint(0))
-    track_chunk.add_variable("tcb_flags", _3ds_ushort())
-    if obj.type=='Empty':
-        if ID==POS_TRACK_TAG:
-            # position vector:
-            track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation()))
-        elif ID==ROT_TRACK_TAG:
-            # rotation (quaternion, angle first, followed by axis):
-            q = obj.getEuler().to_quaternion()  # XXX, todo!
-            track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2])))
-        elif ID==SCL_TRACK_TAG:
-            # scale vector:
-            track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize()))
-    else:
-        # meshes have their transformations applied before
-        # exporting, so write identity transforms here:
-        if ID==POS_TRACK_TAG:
-            # position vector:
-            track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0)))
-        elif ID==ROT_TRACK_TAG:
-            # rotation (quaternion, angle first, followed by axis):
-            track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0)))
-        elif ID==SCL_TRACK_TAG:
-            # scale vector:
-            track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0)))
-
-    return track_chunk
-
-def make_kf_obj_node(obj, name_to_id):
-    """Make a node chunk for a Blender object.
-
-    Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id.
-    Blender Empty objects are converted to dummy nodes."""
-
-    name = obj.name
-    # main object node chunk:
-    kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG)
-    # chunk for the object id:
-    obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID)
-    # object id is from the name_to_id dictionary:
-    obj_id_chunk.add_variable("node_id", _3ds_ushort(name_to_id[name]))
-
-    # object node header:
-    obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
-    # object name:
-    if obj.type == 'Empty':
-        # Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk
-        # for their name (see below):
-        obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY"))
-    else:
-        # Add the name:
-        obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
-    # Add Flag variables (not sure what they do):
-    obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0))
-    obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
-
-    # Check parent-child relationships:
-    parent = obj.parent
-    if (parent is None) or (parent.name not in name_to_id):
-        # If no parent, or the parents name is not in the name_to_id dictionary,
-        # parent id becomes -1:
-        obj_node_header_chunk.add_variable("parent", _3ds_ushort(-1))
-    else:
-        # Get the parent's id from the name_to_id dictionary:
-        obj_node_header_chunk.add_variable("parent", _3ds_ushort(name_to_id[parent.name]))
-
-    # Add pivot chunk:
-    obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
-    obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation()))
-    kf_obj_node.add_subchunk(obj_pivot_chunk)
-
-    # add subchunks for object id and node header:
-    kf_obj_node.add_subchunk(obj_id_chunk)
-    kf_obj_node.add_subchunk(obj_node_header_chunk)
-
-    # Empty objects need to have an extra chunk for the instance name:
-    if obj.type == 'Empty':
-        obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
-        obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name)))
-        kf_obj_node.add_subchunk(obj_instance_name_chunk)
-
-    # Add track chunks for position, rotation and scale:
-    kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj))
-    kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj))
-    kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj))
-
-    return kf_obj_node
-'''
-
-
-def save(operator,
-         context, filepath="",
-         use_selection=True,
-         global_matrix=None,
-         ):
-
-    import time
-    #from bpy_extras.io_utils import create_derived_objects, free_derived_objects
-
-    """Save the Blender scene to a 3ds file."""
-
-    # Time the export
-    duration = time.time()
-    # Blender.Window.WaitCursor(1)
-
-    if global_matrix is None:
-        global_matrix = mathutils.Matrix()
-
-    if bpy.ops.object.mode_set.poll():
-        bpy.ops.object.mode_set(mode='OBJECT')
-
-    scene = context.scene
-    layer = context.view_layer
-    depsgraph = context.evaluated_depsgraph_get()
-
-    # Initialize the main chunk (primary):
-    primary = _3ds_chunk(PRIMARY)
-    # Add version chunk:
-    version_chunk = _3ds_chunk(VERSION)
-    version_chunk.add_variable("version", _3ds_uint(3))
-    primary.add_subchunk(version_chunk)
-
-    # Init main object info chunk:
-    object_info = _3ds_chunk(OBJECTINFO)
-    mesh_version = _3ds_chunk(MESHVERSION)
-    mesh_version.add_variable("mesh", _3ds_uint(3))
-    object_info.add_subchunk(mesh_version)
-
-    # Add MASTERSCALE element
-    mscale = _3ds_chunk(MASTERSCALE)
-    mscale.add_variable("scale", _3ds_float(1))
-    object_info.add_subchunk(mscale)
-
-    # Add AMBIENT color
-    if scene.world is not None:
-        ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
-        ambient_light = _3ds_chunk(RGB)
-        ambient_light.add_variable("ambient", _3ds_float_color(scene.world.color))
-        ambient_chunk.add_subchunk(ambient_light)
-        object_info.add_subchunk(ambient_chunk)
-
-    ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
-    # init main key frame data chunk:
-    kfdata = make_kfdata()
-    '''
-
-    # Make a list of all materials used in the selected meshes (use a dictionary,
-    # each material is added once):
-    materialDict = {}
-    mesh_objects = []
-
-    if use_selection:
-        objects = [ob for ob in scene.objects if not ob.hide_viewport and ob.select_get(view_layer=layer)]
-    else:
-        objects = [ob for ob in scene.objects if not ob.hide_viewport]
-
-    light_objects = [ob for ob in objects if ob.type == 'LIGHT']
-    camera_objects = [ob for ob in objects if ob.type == 'CAMERA']
-
-    for ob in objects:
-        # get derived objects
-        #free, derived = create_derived_objects(scene, ob)
-        derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
-        derived = derived_dict.get(ob)
-
-        if derived is None:
-            continue
-
-        for ob_derived, mtx in derived:
-            if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
-                continue
-
-            try:
-                data = ob_derived.to_mesh()
-            except:
-                data = None
-
-            if data:
-                matrix = global_matrix @ mtx
-                data.transform(matrix)
-                mesh_objects.append((ob_derived, data, matrix))
-                ma_ls = data.materials
-                ma_ls_len = len(ma_ls)
-
-                # get material/image tuples.
-                if data.uv_layers:
-                    if not ma_ls:
-                        ma = ma_name = None
-
-                    for f, uf in zip(data.polygons, data.uv_layers.active.data):
-                        if ma_ls:
-                            ma_index = f.material_index
-                            if ma_index >= ma_ls_len:
-                                ma_index = f.material_index = 0
-                            ma = ma_ls[ma_index]
-                            ma_name = None if ma is None else ma.name
-                        # else there already set to none
-
-                        img = get_uv_image(ma)
-                        img_name = None if img is None else img.name
-
-                        materialDict.setdefault((ma_name, img_name), (ma, img))
-
-                else:
-                    for ma in ma_ls:
-                        if ma:  # material may be None so check its not.
-                            materialDict.setdefault((ma.name, None), (ma, None))
-
-                    # Why 0 Why!
-                    for f in data.polygons:
-                        if f.material_index >= ma_ls_len:
-                            f.material_index = 0
-
-                # ob_derived_eval.to_mesh_clear()
-
-        #if free:
-        #    free_derived_objects(ob)
-
-    # Make material chunks for all materials used in the meshes:
-    for ma_image in materialDict.values():
-        object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1]))
-
-    # Give all objects a unique ID and build a dictionary from object name to object id:
-    translation = {}  # collect translation for transformation matrix
-    #name_to_id = {}
-    for ob, data, matrix in mesh_objects:
-        translation[ob.name] = ob.location
-        #name_to_id[ob.name]= len(name_to_id)
-    """
-    #for ob in empty_objects:
-    #    name_to_id[ob.name]= len(name_to_id)
-    """
-
-    # Create object chunks for all meshes:
-    i = 0
-    for ob, mesh, matrix in mesh_objects:
-        # create a new object chunk
-        object_chunk = _3ds_chunk(OBJECT)
-
-        # set the object name
-        object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
-
-        # make a mesh chunk out of the mesh:
-        object_chunk.add_subchunk(make_mesh_chunk(ob, mesh, matrix, materialDict, translation))
-
-        # ensure the mesh has no over sized arrays
-        # skip ones that do!, otherwise we cant write since the array size wont
-        # fit into USHORT.
-        if object_chunk.validate():
-            object_info.add_subchunk(object_chunk)
-        else:
-            operator.report({'WARNING'}, "Object %r can't be written into a 3DS file")
-
-        ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
-        # make a kf object node for the object:
-        kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
-        '''
-
-        # if not blender_mesh.users:
-        # bpy.data.meshes.remove(blender_mesh)
-        #blender_mesh.vertices = None
-
-        i += i
-
-    # Create chunks for all empties:
-    ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
-    for ob in empty_objects:
-        # Empties only require a kf object node:
-        kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
-        pass
-    '''
-
-    # Create light object chunks
-    for ob in light_objects:
-        object_chunk = _3ds_chunk(OBJECT)
-        light_chunk = _3ds_chunk(OBJECT_LIGHT)
-        color_float_chunk = _3ds_chunk(RGB)
-        energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
-        object_chunk.add_variable("light", _3ds_string(sane_name(ob.name)))
-        light_chunk.add_variable("location", _3ds_point_3d(ob.location))
-        color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color))
-        energy_factor.add_variable("energy", _3ds_float(ob.data.energy * .001))
-        light_chunk.add_subchunk(color_float_chunk)
-        light_chunk.add_subchunk(energy_factor)
-
-        if ob.data.type == 'SPOT':
-            cone_angle = math.degrees(ob.data.spot_size)
-            hotspot = cone_angle - (ob.data.spot_blend * math.floor(cone_angle))
-            hypo = math.copysign(math.sqrt(pow(ob.location[0], 2) + pow(ob.location[1], 2)), ob.location[1])
-            pos_x = ob.location[0] + (ob.location[1] * math.tan(ob.rotation_euler[2]))
-            pos_y = ob.location[1] + (ob.location[0] * math.tan(math.radians(90) - ob.rotation_euler[2]))
-            pos_z = hypo * math.tan(math.radians(90) - ob.rotation_euler[0])
-            spotlight_chunk = _3ds_chunk(LIGHT_SPOTLIGHT)
-            spot_roll_chunk = _3ds_chunk(LIGHT_SPOTROLL)
-            spotlight_chunk.add_variable("target", _3ds_point_3d((pos_x, pos_y, pos_z)))
-            spotlight_chunk.add_variable("hotspot", _3ds_float(round(hotspot, 4)))
-            spotlight_chunk.add_variable("angle", _3ds_float(round(cone_angle, 4)))
-            spot_roll_chunk.add_variable("roll", _3ds_float(round(ob.rotation_euler[1], 6)))
-            spotlight_chunk.add_subchunk(spot_roll_chunk)
-            light_chunk.add_subchunk(spotlight_chunk)
-
-        # Add light to object info
-        object_chunk.add_subchunk(light_chunk)
-        object_info.add_subchunk(object_chunk)
-
-    # Create camera object chunks
-    for ob in camera_objects:
-        object_chunk = _3ds_chunk(OBJECT)
-        camera_chunk = _3ds_chunk(OBJECT_CAMERA)
-        diagonal = math.copysign(math.sqrt(pow(ob.location[0], 2) + pow(ob.location[1], 2)), ob.location[1])
-        focus_x = ob.location[0] + (ob.location[1] * math.tan(ob.rotation_euler[2]))
-        focus_y = ob.location[1] + (ob.location[0] * math.tan(math.radians(90) - ob.rotation_euler[2]))
-        focus_z = diagonal * math.tan(math.radians(90) - ob.rotation_euler[0])
-        object_chunk.add_variable("camera", _3ds_string(sane_name(ob.name)))
-        camera_chunk.add_variable("location", _3ds_point_3d(ob.location))
-        camera_chunk.add_variable("target", _3ds_point_3d((focus_x, focus_y, focus_z)))
-        camera_chunk.add_variable("roll", _3ds_float(round(ob.rotation_euler[1], 6)))
-        camera_chunk.add_variable("lens", _3ds_float(ob.data.lens))
-        object_chunk.add_subchunk(camera_chunk)
-        object_info.add_subchunk(object_chunk)
-
-    # Add main object info chunk to primary chunk:
-    primary.add_subchunk(object_info)
-
-    ''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
-    # Add main keyframe data chunk to primary chunk:
-    primary.add_subchunk(kfdata)
-    '''
-
-    # At this point, the chunk hierarchy is completely built.
-
-    # Check the size:
-    primary.get_size()
-    # Open the file for writing:
-    file = open(filepath, 'wb')
-
-    # Recursively write the chunks to file:
-    primary.write(file)
-
-    # Close the file:
-    file.close()
-
-    # Clear name mapping vars, could make locals too
-    del name_unique[:]
-    name_mapping.clear()
-
-    # Debugging only: report the exporting time:
-    # Blender.Window.WaitCursor(0)
-    print("3ds export time: %.2f" % (time.time() - duration))
-
-    # Debugging only: dump the chunk hierarchy:
-    # primary.dump()
-
-    return {'FINISHED'}
diff --git a/io_scene_3ds/import_3ds.py b/io_scene_3ds/import_3ds.py
deleted file mode 100644
index 833c43a481d581dc9d69c214dc1a97b6b574415f..0000000000000000000000000000000000000000
--- a/io_scene_3ds/import_3ds.py
+++ /dev/null
@@ -1,1271 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-#  This program is free software; you can redistribute it and/or
-#  modify it under the terms of the GNU General Public License
-#  as published by the Free Software Foundation; either version 2
-#  of the License, or (at your option) any later version.
-#
-#  This program is distributed in the hope that it will be useful,
-#  but WITHOUT ANY WARRANTY; without even the implied warranty of
-#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-#  GNU General Public License for more details.
-#
-#  You should have received a copy of the GNU General Public License
-#  along with this program; if not, write to the Free Software Foundation,
-#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# Script copyright (C) Bob Holcomb
-# Contributors: Bob Holcomb, Richard L?rk?ng, Damien McGinnes, Sebastian Sille
-# Campbell Barton, Mario Lapin, Dominique Lorre, Andreas Atteneder
-
-import os
-import time
-import struct
-import bpy
-import math
-import mathutils
-from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
-
-BOUNDS_3DS = []
-
-
-######################################################
-# Data Structures
-######################################################
-
-# Some of the chunks that we will see
-# ----- Primary Chunk, at the beginning of each file
-PRIMARY = 0x4D4D
-
-# ------ Main Chunks
-OBJECTINFO = 0x3D3D  # This gives the version of the mesh and is found right before the material and object information
-VERSION = 0x0002  # This gives the version of the .3ds file
-EDITKEYFRAME = 0xB000  # This is the header for all of the key frame info
-
-# ------ Data Chunks, used for various attributes
-PERCENTAGE_SHORT = 0x30
-PERCENTAGE_FLOAT = 0x31
-
-# ------ sub defines of OBJECTINFO
-MATERIAL = 0xAFFF  # This stored the texture info
-OBJECT = 0x4000  # This stores the faces, vertices, etc...
-
-# >------ sub defines of MATERIAL
-# ------ sub defines of MATERIAL_BLOCK
-MAT_NAME = 0xA000  # This holds the material name
-MAT_AMBIENT = 0xA010  # Ambient color of the object/material
-MAT_DIFFUSE = 0xA020  # This holds the color of the object/material
-MAT_SPECULAR = 0xA030  # Specular color of the object/material
-MAT_SHINESS = 0xA040  # Roughness of the object/material (percent)
-MAT_SHIN2 = 0xA041  # Shininess of the object/material (percent)
-MAT_SHIN3 = 0xA042  # Reflection of the object/material (percent)
-MAT_TRANSPARENCY = 0xA050  # Transparency value of material (percent)
-MAT_SELF_ILLUM = 0xA080  # Self Illumination value of material
-MAT_SELF_ILPCT = 0xA084  # Self illumination strength (percent)
-MAT_WIRE = 0xA085  # Only render's wireframe
-MAT_SHADING = 0xA100  # Material shading method
-
-MAT_TEXTURE_MAP = 0xA200  # This is a header for a new texture map
-MAT_SPECULAR_MAP = 0xA204  # This is a header for a new specular map
-MAT_OPACITY_MAP = 0xA210  # This is a header for a new opacity map
-MAT_REFLECTION_MAP = 0xA220  # This is a header for a new reflection map
-MAT_BUMP_MAP = 0xA230  # This is a header for a new bump map
-MAT_BUMP_PERCENT = 0xA252  # Normalmap strength (percent)
-MAT_TEX2_MAP = 0xA33A  # This is a header for a secondary texture
-MAT_SHIN_MAP = 0xA33C  # This is a header for a new roughness map
-MAT_SELFI_MAP = 0xA33D  # This is a header for a new emission map
-MAT_MAP_FILEPATH = 0xA300  # This holds the file name of the texture
-
-MAT_MAP_TILING = 0xa351   # 2nd bit (from LSB) is mirror UV flag
-MAT_MAP_USCALE = 0xA354   # U axis scaling
-MAT_MAP_VSCALE = 0xA356   # V axis scaling
-MAT_MAP_UOFFSET = 0xA358  # U axis offset
-MAT_MAP_VOFFSET = 0xA35A  # V axis offset
-MAT_MAP_ANG = 0xA35C      # UV rotation around the z-axis in rad
-MAT_MAP_COL1 = 0xA360  # Map Color1
-MAT_MAP_COL2 = 0xA362  # Map Color2
-MAT_MAP_RCOL = 0xA364  # Red mapping
-MAT_MAP_GCOL = 0xA366  # Green mapping
-MAT_MAP_BCOL = 0xA368  # Blue mapping
-MAT_FLOAT_COLOR = 0x0010  # color defined as 3 floats
-MAT_24BIT_COLOR = 0x0011  # color defined as 3 bytes
-
-# >------ sub defines of OBJECT
-OBJECT_MESH = 0x4100  # This lets us know that we are reading a new object
-OBJECT_LIGHT = 0x4600  # This lets un know we are reading a light object
-OBJECT_LIGHT_SPOT = 0x4610  # The light is a spotloght.
-OBJECT_LIGHT_OFF = 0x4620  # The light off.
-OBJECT_LIGHT_ATTENUATE = 0x4625
-OBJECT_LIGHT_RAYSHADE = 0x4627
-OBJECT_LIGHT_SHADOWED = 0x4630
-OBJECT_LIGHT_LOCAL_SHADOW = 0x4640
-OBJECT_LIGHT_LOCAL_SHADOW2 = 0x4641
-OBJECT_LIGHT_SEE_CONE = 0x4650
-OBJECT_LIGHT_SPOT_RECTANGULAR = 0x4651
-OBJECT_LIGHT_SPOT_OVERSHOOT = 0x4652
-OBJECT_LIGHT_SPOT_PROJECTOR = 0x4653
-OBJECT_LIGHT_EXCLUDE = 0x4654
-OBJECT_LIGHT_RANGE = 0x4655
-OBJECT_LIGHT_ROLL = 0x4656
-OBJECT_LIGHT_SPOT_ASPECT = 0x4657
-OBJECT_LIGHT_RAY_BIAS = 0x4658
-OBJECT_LIGHT_INNER_RANGE = 0x4659
-OBJECT_LIGHT_OUTER_RANGE = 0x465A
-OBJECT_LIGHT_MULTIPLIER = 0x465B
-OBJECT_LIGHT_AMBIENT_LIGHT = 0x4680
-
-OBJECT_CAMERA = 0x4700  # This lets un know we are reading a camera object
-
-# >------ sub defines of CAMERA
-OBJECT_CAM_RANGES = 0x4720  # The camera range values
-
-# >------ sub defines of OBJECT_MESH
-OBJECT_VERTICES = 0x4110  # The objects vertices
-OBJECT_VERTFLAGS = 0x4111  # The objects vertex flags
-OBJECT_FACES = 0x4120  # The objects faces
-OBJECT_MATERIAL = 0x4130  # This is found if the object has a material, either texture map or color
-OBJECT_UV = 0x4140  # The UV texture coordinates
-OBJECT_SMOOTH = 0x4150  # The Object smooth groups
-OBJECT_TRANS_MATRIX = 0x4160  # The Object Matrix
-
-# >------ sub defines of EDITKEYFRAME
-KFDATA_AMBIENT = 0xB001
-KFDATA_OBJECT = 0xB002
-KFDATA_CAMERA = 0xB003
-KFDATA_TARGET = 0xB004
-KFDATA_LIGHT = 0xB005
-KFDATA_L_TARGET = 0xB006
-KFDATA_SPOTLIGHT = 0xB007
-KFDATA_KFSEG = 0xB008
-# KFDATA_CURTIME = 0xB009
-# KFDATA_KFHDR = 0xB00A
-# >------ sub defines of KEYFRAME_NODE
-OBJECT_NODE_HDR = 0xB010
-OBJECT_INSTANCE_NAME = 0xB011
-# OBJECT_PRESCALE = 0xB012
-OBJECT_PIVOT = 0xB013
-# OBJECT_BOUNDBOX =   0xB014
-# MORPH_SMOOTH = 0xB015
-POS_TRACK_TAG = 0xB020
-ROT_TRACK_TAG = 0xB021
-SCL_TRACK_TAG = 0xB022
-FOV_TRACK_TAG = 0xB023
-ROLL_TRACK_TAG = 0xB024
-COL_TRACK_TAG = 0xB025
-# MORPH_TRACK_TAG = 0xB026
-# HOTSPOT_TRACK_TAG = 0xB027
-# FALLOFF_TRACK_TAG = 0xB028
-# HIDE_TRACK_TAG = 0xB029
-# OBJECT_NODE_ID = 0xB030
-
-ROOT_OBJECT = 0xFFFF
-
-global scn
-scn = None
-
-object_dictionary = {}
-object_matrix = {}
-
-
-class Chunk:
-    __slots__ = (
-        "ID",
-        "length",
-        "bytes_read",
-    )
-    # we don't read in the bytes_read, we compute that
-    binary_format = "<HI"
-
-    def __init__(self):
-        self.ID = 0
-        self.length = 0
-        self.bytes_read = 0
-
-    def dump(self):
-        print('ID: ', self.ID)
-        print('ID in hex: ', hex(self.ID))
-        print('length: ', self.length)
-        print('bytes_read: ', self.bytes_read)
-
-
-def read_chunk(file, chunk):
-    temp_data = file.read(struct.calcsize(chunk.binary_format))
-    data = struct.unpack(chunk.binary_format, temp_data)
-    chunk.ID = data[0]
-    chunk.length = data[1]
-    # update the bytes read function
-    chunk.bytes_read = 6
-
-    # if debugging
-    # chunk.dump()
-
-
-def read_string(file):
-    # read in the characters till we get a null character
-    s = []
-    while True:
-        c = file.read(1)
-        if c == b'\x00':
-            break
-        s.append(c)
-        # print('string: ', s)
-
-    # Remove the null character from the string
-    # print("read string", s)
-    return str(b''.join(s), "utf-8", "replace"), len(s) + 1
-
-######################################################
-# IMPORT
-######################################################
-
-
-def process_next_object_chunk(file, previous_chunk):
-    new_chunk = Chunk()
-
-    while (previous_chunk.bytes_read < previous_chunk.length):
-        # read the next chunk
-        read_chunk(file, new_chunk)
-
-
-def skip_to_end(file, skip_chunk):
-    buffer_size = skip_chunk.length - skip_chunk.bytes_read
-    binary_format = "%ic" % buffer_size
-    file.read(struct.calcsize(binary_format))
-    skip_chunk.bytes_read += buffer_size
-
-
-def add_texture_to_material(image, contextWrapper, pct, extend, alpha, scale, offset, angle, tintcolor, mapto):
-    shader = contextWrapper.node_principled_bsdf
-    nodetree = contextWrapper.material.node_tree
-    shader.location = (-300, 0)
-    nodes = nodetree.nodes
-    links = nodetree.links
-
-    if mapto == 'COLOR':
-        mixer = nodes.new(type='ShaderNodeMixRGB')
-        mixer.label = "Mixer"
-        mixer.inputs[0].default_value = pct / 100
-        mixer.inputs[1].default_value = tintcolor[:3] + [1] if tintcolor else shader.inputs['Base Color'].default_value[:]
-        contextWrapper._grid_to_location(1, 2, dst_node=mixer, ref_node=shader)
-        img_wrap = contextWrapper.base_color_texture
-        links.new(img_wrap.node_image.outputs['Color'], mixer.inputs[2])
-        links.new(mixer.outputs['Color'], shader.inputs['Base Color'])
-    elif mapto == 'SPECULARITY':
-        img_wrap = contextWrapper.specular_texture
-    elif mapto == 'ALPHA':
-        shader.location = (0, -300)
-        img_wrap = contextWrapper.alpha_texture
-    elif mapto == 'METALLIC':
-        shader.location = (300, 300)
-        img_wrap = contextWrapper.metallic_texture
-    elif mapto == 'ROUGHNESS':
-        shader.location = (300, 0)
-        img_wrap = contextWrapper.roughness_texture
-    elif mapto == 'EMISSION':
-        shader.location = (-300, -600)
-        img_wrap = contextWrapper.emission_color_texture
-    elif mapto == 'NORMAL':
-        shader.location = (300, 300)
-        img_wrap = contextWrapper.normalmap_texture
-    elif mapto == 'TEXTURE':
-        img_wrap = nodes.new(type='ShaderNodeTexImage')
-        img_wrap.label = image.name
-        contextWrapper._grid_to_location(0, 2, dst_node=img_wrap, ref_node=shader)
-        for node in nodes:
-            if node.label == 'Mixer':
-                spare = node.inputs[1] if node.inputs[1].is_linked is False else node.inputs[2]
-                socket = spare if spare.is_linked is False else node.inputs[0]
-                links.new(img_wrap.outputs['Color'], socket)
-            if node.type == 'TEX_COORD':
-                links.new(node.outputs['UV'], img_wrap.inputs['Vector'])
-        if shader.inputs['Base Color'].is_linked is False:
-            links.new(img_wrap.outputs['Color'], shader.inputs['Base Color'])
-
-    img_wrap.image = image
-    img_wrap.extension = 'REPEAT'
-
-    if mapto != 'TEXTURE':
-        img_wrap.scale = scale
-        img_wrap.translation = offset
-        img_wrap.rotation[2] = angle
-
-    if extend == 'mirror':
-        # 3DS mirror flag can be emulated by these settings (at least so it seems)
-        # TODO: bring back mirror
-        pass
-        # texture.repeat_x = texture.repeat_y = 2
-        # texture.use_mirror_x = texture.use_mirror_y = True
-    elif extend == 'decal':
-        # 3DS' decal mode maps best to Blenders EXTEND
-        img_wrap.extension = 'EXTEND'
-    elif extend == 'noWrap':
-        img_wrap.extension = 'CLIP'
-    if alpha == 'alpha':
-        for link in links:
-            if link.from_node.type == 'TEX_IMAGE' and link.to_node.type == 'MIX_RGB':
-                tex = link.from_node.image.name
-                own_node = img_wrap.node_image
-                own_map = img_wrap.node_mapping
-                if tex == image.name:
-                    links.new(link.from_node.outputs['Alpha'], img_wrap.socket_dst)
-                    nodes.remove(own_map)
-                    nodes.remove(own_node)
-                    for imgs in bpy.data.images:
-                        if imgs.name[-3:].isdigit():
-                            if not imgs.users:
-                                bpy.data.images.remove(imgs)
-                else:
-                    links.new(img_wrap.node_image.outputs['Alpha'], img_wrap.socket_dst)
-
-    shader.location = (300, 300)
-    contextWrapper._grid_to_location(1, 0, dst_node=contextWrapper.node_out, ref_node=shader)
-
-
-def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SEARCH, KEYFRAME):
-    from bpy_extras.image_utils import load_image
-
-    contextObName = None
-    contextLamp = None
-    contextCamera = None
-    contextMaterial = None
-    contextWrapper = None
-    contextMatrix = None
-    contextMesh_vertls = None
-    contextMesh_facels = None
-    contextMesh_flag = None
-    contextMeshMaterials = []
-    contextMesh_smooth = None
-    contextMeshUV = None
-
-    #TEXTURE_DICT = {}
-    MATDICT = {}
-
-    # Localspace variable names, faster.
-    SZ_FLOAT = struct.calcsize('f')
-    SZ_2FLOAT = struct.calcsize('2f')
-    SZ_3FLOAT = struct.calcsize('3f')
-    SZ_4FLOAT = struct.calcsize('4f')
-    SZ_U_SHORT = struct.calcsize('H')
-    SZ_4U_SHORT = struct.calcsize('4H')
-    SZ_4x3MAT = struct.calcsize('ffffffffffff')
-
-    object_list = []  # for hierarchy
-    object_parent = []  # index of parent in hierarchy, 0xFFFF = no parent
-    pivot_list = []  # pivots with hierarchy handling
-
-    def putContextMesh(
-            context,
-            myContextMesh_vertls,
-            myContextMesh_facels,
-            myContextMesh_flag,
-            myContextMeshMaterials,
-            myContextMesh_smooth,
-    ):
-        bmesh = bpy.data.meshes.new(contextObName)
-
-        if myContextMesh_facels is None:
-            myContextMesh_facels = []
-
-        if myContextMesh_vertls:
-
-            bmesh.vertices.add(len(myContextMesh_vertls) // 3)
-            bmesh.vertices.foreach_set("co", myContextMesh_vertls)
-
-            nbr_faces = len(myContextMesh_facels)
-            bmesh.polygons.add(nbr_faces)
-            bmesh.loops.add(nbr_faces * 3)
-            eekadoodle_faces = []
-            for v1, v2, v3 in myContextMesh_facels:
-                eekadoodle_faces.extend((v3, v1, v2) if v3 == 0 else (v1, v2, v3))
-            bmesh.polygons.foreach_set("loop_start", range(0, nbr_faces * 3, 3))
-            bmesh.polygons.foreach_set("loop_total", (3,) * nbr_faces)
-            bmesh.loops.foreach_set("vertex_index", eekadoodle_faces)
-
-            if bmesh.polygons and contextMeshUV:
-                bmesh.uv_layers.new()
-                uv_faces = bmesh.uv_layers.active.data[:]
-            else:
-                uv_faces = None
-
-            for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials):
-                if matName is None:
-                    bmat = None
-                else:
-                    bmat = MATDICT.get(matName)
-                    # in rare cases no materials defined.
-
-                bmesh.materials.append(bmat)  # can be None
-                for fidx in faces:
-                    bmesh.polygons[fidx].material_index = mat_idx
-
-            if uv_faces:
-                uvl = bmesh.uv_layers.active.data[:]
-                for fidx, pl in enumerate(bmesh.polygons):
-                    face = myContextMesh_facels[fidx]
-                    v1, v2, v3 = face
-
-                    # eekadoodle
-                    if v3 == 0:
-                        v1, v2, v3 = v3, v1, v2
-
-                    uvl[pl.loop_start].uv = contextMeshUV[v1 * 2: (v1 * 2) + 2]
-                    uvl[pl.loop_start + 1].uv = contextMeshUV[v2 * 2: (v2 * 2) + 2]
-                    uvl[pl.loop_start + 2].uv = contextMeshUV[v3 * 2: (v3 * 2) + 2]
-                    # always a tri
-
-        bmesh.validate()
-        bmesh.update()
-
-        ob = bpy.data.objects.new(contextObName, bmesh)
-        object_dictionary[contextObName] = ob
-        context.view_layer.active_layer_collection.collection.objects.link(ob)
-        imported_objects.append(ob)
-
-        if myContextMesh_flag:
-            # Bit 0 (0x1) sets edge CA visible, Bit 1 (0x2) sets edge BC visible and Bit 2 (0x4) sets edge AB visible
-            # In Blender we use sharp edges for those flags
-            for f, pl in enumerate(bmesh.polygons):
-                face = myContextMesh_facels[f]
-                faceflag = myContextMesh_flag[f]
-                edge_ab = bmesh.edges[bmesh.loops[pl.loop_start].edge_index]
-                edge_bc = bmesh.edges[bmesh.loops[pl.loop_start + 1].edge_index]
-                edge_ca = bmesh.edges[bmesh.loops[pl.loop_start + 2].edge_index]
-                if face[2] == 0:
-                    edge_ab, edge_bc, edge_ca = edge_ca, edge_ab, edge_bc
-                if faceflag == 1:
-                    edge_ca.use_edge_sharp = True
-                elif faceflag == 2:
-                    edge_bc.use_edge_sharp = True
-                elif faceflag == 3:
-                    edge_ca.use_edge_sharp = True
-                    edge_bc.use_edge_sharp = True
-                elif faceflag == 4:
-                    edge_ab.use_edge_sharp = True
-                elif faceflag == 5:
-                    edge_ca.use_edge_sharp = True
-                    edge_ab.use_edge_sharp = True
-                elif faceflag == 6:
-                    edge_bc.use_edge_sharp = True
-                    edge_ab.use_edge_sharp = True
-                elif faceflag == 7:
-                    edge_bc.use_edge_sharp = True
-                    edge_ab.use_edge_sharp = True
-                    edge_ca.use_edge_sharp = True
-
-        if myContextMesh_smooth:
-            for f, pl in enumerate(bmesh.polygons):
-                smoothface = myContextMesh_smooth[f]
-                if smoothface > 0:
-                    bmesh.polygons[f].use_smooth = True
-
-        if contextMatrix:
-            ob.matrix_local = contextMatrix
-            object_matrix[ob] = contextMatrix.copy()
-
-    # a spare chunk
-    new_chunk = Chunk()
-    temp_chunk = Chunk()
-
-    CreateBlenderObject = False
-    CreateLightObject = False
-    CreateCameraObject = False
-
-    def read_float_color(temp_chunk):
-        temp_data = file.read(SZ_3FLOAT)
-        temp_chunk.bytes_read += SZ_3FLOAT
-        return [float(col) for col in struct.unpack('<3f', temp_data)]
-
-    def read_float(temp_chunk):
-        temp_data = file.read(SZ_FLOAT)
-        temp_chunk.bytes_read += SZ_FLOAT
-        return struct.unpack('<f', temp_data)[0]
-
-    def read_short(temp_chunk):
-        temp_data = file.read(SZ_U_SHORT)
-        temp_chunk.bytes_read += SZ_U_SHORT
-        return struct.unpack('<H', temp_data)[0]
-
-    def read_byte_color(temp_chunk):
-        temp_data = file.read(struct.calcsize('3B'))
-        temp_chunk.bytes_read += 3
-        return [float(col) / 255 for col in struct.unpack('<3B', temp_data)]
-
-    def read_texture(new_chunk, temp_chunk, name, mapto):
-        uscale, vscale, uoffset, voffset, angle = 1.0, 1.0, 0.0, 0.0, 0.0
-        contextWrapper.use_nodes = True
-        tintcolor = None
-        extend = 'wrap'
-        alpha = False
-        pct = 50
-
-        contextWrapper.emission_color = contextMaterial.line_color[:3]
-        contextWrapper.emission_strength = contextMaterial.line_priority / 100
-        contextWrapper.base_color = contextMaterial.diffuse_color[:3]
-        contextWrapper.specular = contextMaterial.specular_intensity
-        contextWrapper.roughness = contextMaterial.roughness
-        contextWrapper.metallic = contextMaterial.metallic
-        contextWrapper.alpha = contextMaterial.diffuse_color[3]
-
-        while (new_chunk.bytes_read < new_chunk.length):
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                pct = read_short(temp_chunk)
-
-            elif temp_chunk.ID == MAT_MAP_FILEPATH:
-                texture_name, read_str_len = read_string(file)
-                img = load_image(texture_name, dirname, place_holder=False, recursive=IMAGE_SEARCH, check_existing=True)
-                temp_chunk.bytes_read += read_str_len  # plus one for the null character that gets removed
-
-            elif temp_chunk.ID == MAT_MAP_USCALE:
-                uscale = read_float(temp_chunk)
-            elif temp_chunk.ID == MAT_MAP_VSCALE:
-                vscale = read_float(temp_chunk)
-            elif temp_chunk.ID == MAT_MAP_UOFFSET:
-                uoffset = read_float(temp_chunk)
-            elif temp_chunk.ID == MAT_MAP_VOFFSET:
-                voffset = read_float(temp_chunk)
-
-            elif temp_chunk.ID == MAT_MAP_TILING:
-                tiling = read_short(temp_chunk)
-                if tiling & 0x1:
-                    extend = 'decal'
-                elif tiling & 0x2:
-                    extend = 'mirror'
-                elif tiling & 0x8:
-                    extend = 'invert'
-                elif tiling & 0x10:
-                    extend = 'noWrap'
-                elif tiling & 0x20:
-                    alpha = 'sat'
-                elif tiling & 0x40:
-                    alpha = 'alpha'
-                elif tiling & 0x80:
-                    tint = 'tint'
-                elif tiling & 0x100:
-                    tint = 'noAlpha'
-                elif tiling & 0x200:
-                    tint = 'RGBtint'
-
-            elif temp_chunk.ID == MAT_MAP_ANG:
-                angle = read_float(temp_chunk)
-                print("\nwarning: UV angle mapped to z-rotation")
-
-            elif temp_chunk.ID == MAT_MAP_COL1:
-                tintcolor = read_byte_color(temp_chunk)
-
-            skip_to_end(file, temp_chunk)
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        # add the map to the material in the right channel
-        if img:
-            add_texture_to_material(img, contextWrapper, pct, extend, alpha, (uscale, vscale, 1),
-                                    (uoffset, voffset, 0), angle, tintcolor, mapto)
-
-    dirname = os.path.dirname(file.name)
-
-    # loop through all the data for this chunk (previous chunk) and see what it is
-    while (previous_chunk.bytes_read < previous_chunk.length):
-        read_chunk(file, new_chunk)
-
-        # is it a Version chunk?
-        if new_chunk.ID == VERSION:
-            # read in the version of the file
-            temp_data = file.read(struct.calcsize('I'))
-            version = struct.unpack('<I', temp_data)[0]
-            new_chunk.bytes_read += 4  # read the 4 bytes for the version number
-            # this loader works with version 3 and below, but may not with 4 and above
-            if version > 3:
-                print('\tNon-Fatal Error:  Version greater than 3, may not load correctly: ', version)
-
-        # is it an object info chunk?
-        elif new_chunk.ID == OBJECTINFO:
-            process_next_chunk(context, file, new_chunk, imported_objects, IMAGE_SEARCH, KEYFRAME)
-
-            # keep track of how much we read in the main chunk
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        # is it an object chunk?
-        elif new_chunk.ID == OBJECT:
-
-            if CreateBlenderObject:
-                putContextMesh(
-                    context,
-                    contextMesh_vertls,
-                    contextMesh_facels,
-                    contextMesh_flag,
-                    contextMeshMaterials,
-                    contextMesh_smooth,
-                )
-                contextMesh_vertls = []
-                contextMesh_facels = []
-                contextMeshMaterials = []
-                contextMesh_flag = None
-                contextMesh_smooth = None
-                contextMeshUV = None
-                # Reset matrix
-                contextMatrix = None
-
-            CreateBlenderObject = True
-            contextObName, read_str_len = read_string(file)
-            new_chunk.bytes_read += read_str_len
-
-        # is it a material chunk?
-        elif new_chunk.ID == MATERIAL:
-            contextMaterial = bpy.data.materials.new('Material')
-            contextWrapper = PrincipledBSDFWrapper(contextMaterial, is_readonly=False, use_nodes=False)
-
-        elif new_chunk.ID == MAT_NAME:
-            material_name, read_str_len = read_string(file)
-
-            # plus one for the null character that ended the string
-            new_chunk.bytes_read += read_str_len
-            contextMaterial.name = material_name.rstrip()  # remove trailing  whitespace
-            MATDICT[material_name] = contextMaterial
-
-        elif new_chunk.ID == MAT_AMBIENT:
-            read_chunk(file, temp_chunk)
-            # only available color is emission color
-            if temp_chunk.ID == MAT_FLOAT_COLOR:
-                contextMaterial.line_color[:3] = read_float_color(temp_chunk)
-            elif temp_chunk.ID == MAT_24BIT_COLOR:
-                contextMaterial.line_color[:3] = read_byte_color(temp_chunk)
-            else:
-                skip_to_end(file, temp_chunk)
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_DIFFUSE:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == MAT_FLOAT_COLOR:
-                contextMaterial.diffuse_color[:3] = read_float_color(temp_chunk)
-            elif temp_chunk.ID == MAT_24BIT_COLOR:
-                contextMaterial.diffuse_color[:3] = read_byte_color(temp_chunk)
-            else:
-                skip_to_end(file, temp_chunk)
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SPECULAR:
-            read_chunk(file, temp_chunk)
-            # Specular color is available
-            if temp_chunk.ID == MAT_FLOAT_COLOR:
-                contextMaterial.specular_color = read_float_color(temp_chunk)
-            elif temp_chunk.ID == MAT_24BIT_COLOR:
-                contextMaterial.specular_color = read_byte_color(temp_chunk)
-            else:
-                skip_to_end(file, temp_chunk)
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SHINESS:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                temp_data = file.read(SZ_U_SHORT)
-                temp_chunk.bytes_read += SZ_U_SHORT
-                contextMaterial.roughness = 1 - (float(struct.unpack('<H', temp_data)[0]) / 100)
-            elif temp_chunk.ID == PERCENTAGE_FLOAT:
-                temp_data = file.read(SZ_FLOAT)
-                temp_chunk.bytes_read += SZ_FLOAT
-                contextMaterial.roughness = 1 - float(struct.unpack('f', temp_data)[0])
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SHIN2:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                temp_data = file.read(SZ_U_SHORT)
-                temp_chunk.bytes_read += SZ_U_SHORT
-                contextMaterial.specular_intensity = (float(struct.unpack('<H', temp_data)[0]) / 100)
-            elif temp_chunk.ID == PERCENTAGE_FLOAT:
-                temp_data = file.read(SZ_FLOAT)
-                temp_chunk.bytes_read += SZ_FLOAT
-                contextMaterial.specular_intensity = float(struct.unpack('f', temp_data)[0])
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SHIN3:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                temp_data = file.read(SZ_U_SHORT)
-                temp_chunk.bytes_read += SZ_U_SHORT
-                contextMaterial.metallic = (float(struct.unpack('<H', temp_data)[0]) / 100)
-            elif temp_chunk.ID == PERCENTAGE_FLOAT:
-                temp_data = file.read(SZ_FLOAT)
-                temp_chunk.bytes_read += SZ_FLOAT
-                contextMaterial.metallic = float(struct.unpack('f', temp_data)[0])
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_TRANSPARENCY:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                temp_data = file.read(SZ_U_SHORT)
-                temp_chunk.bytes_read += SZ_U_SHORT
-                contextMaterial.diffuse_color[3] = 1 - (float(struct.unpack('<H', temp_data)[0]) / 100)
-            elif temp_chunk.ID == PERCENTAGE_FLOAT:
-                temp_data = file.read(SZ_FLOAT)
-                temp_chunk.bytes_read += SZ_FLOAT
-                contextMaterial.diffuse_color[3] = 1 - float(struct.unpack('f', temp_data)[0])
-            else:
-                print("Cannot read material transparency")
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SELF_ILPCT:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                temp_data = file.read(SZ_U_SHORT)
-                temp_chunk.bytes_read += SZ_U_SHORT
-                contextMaterial.line_priority = int(struct.unpack('H', temp_data)[0])
-            elif temp_chunk.ID == PERCENTAGE_FLOAT:
-                temp_data = file.read(SZ_FLOAT)
-                temp_chunk.bytes_read += SZ_FLOAT
-                contextMaterial.line_priority = (float(struct.unpack('f', temp_data)[0]) * 100)
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SHADING:
-            shading = read_short(new_chunk)
-            if shading >= 2:
-                contextWrapper.use_nodes = True
-                contextWrapper.emission_color = contextMaterial.line_color[:3]
-                contextWrapper.emission_strength = contextMaterial.line_priority / 100
-                contextWrapper.base_color = contextMaterial.diffuse_color[:3]
-                contextWrapper.specular = contextMaterial.specular_intensity
-                contextWrapper.roughness = contextMaterial.roughness
-                contextWrapper.metallic = contextMaterial.metallic
-                contextWrapper.alpha = contextMaterial.diffuse_color[3]
-                contextWrapper.use_nodes = False
-                if shading >= 3:
-                    contextWrapper.use_nodes = True
-
-        elif new_chunk.ID == MAT_TEXTURE_MAP:
-            read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
-
-        elif new_chunk.ID == MAT_SPECULAR_MAP:
-            read_texture(new_chunk, temp_chunk, "Specular", "SPECULARITY")
-
-        elif new_chunk.ID == MAT_OPACITY_MAP:
-            contextMaterial.blend_method = 'BLEND'
-            read_texture(new_chunk, temp_chunk, "Opacity", "ALPHA")
-
-        elif new_chunk.ID == MAT_REFLECTION_MAP:
-            read_texture(new_chunk, temp_chunk, "Reflect", "METALLIC")
-
-        elif new_chunk.ID == MAT_BUMP_MAP:
-            read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
-
-        elif new_chunk.ID == MAT_BUMP_PERCENT:
-            read_chunk(file, temp_chunk)
-            if temp_chunk.ID == PERCENTAGE_SHORT:
-                temp_data = file.read(SZ_U_SHORT)
-                temp_chunk.bytes_read += SZ_U_SHORT
-                contextWrapper.normalmap_strength = (float(struct.unpack('<H', temp_data)[0]) / 100)
-            elif temp_chunk.ID == PERCENTAGE_FLOAT:
-                temp_data = file.read(SZ_FLOAT)
-                temp_chunk.bytes_read += SZ_FLOAT
-                contextWrapper.normalmap_strength = float(struct.unpack('f', temp_data)[0])
-            else:
-                skip_to_end(file, temp_chunk)
-            new_chunk.bytes_read += temp_chunk.bytes_read
-
-        elif new_chunk.ID == MAT_SHIN_MAP:
-            read_texture(new_chunk, temp_chunk, "Shininess", "ROUGHNESS")
-
-        elif new_chunk.ID == MAT_SELFI_MAP:
-            read_texture(new_chunk, temp_chunk, "Emit", "EMISSION")
-
-        elif new_chunk.ID == MAT_TEX2_MAP:
-            read_texture(new_chunk, temp_chunk, "Tex", "TEXTURE")
-
-        # mesh chunk
-        elif new_chunk.ID == OBJECT_MESH:
-            pass
-
-        elif new_chunk.ID == OBJECT_VERTICES:
-            """Worldspace vertex locations"""
-
-            temp_data = file.read(SZ_U_SHORT)
-            num_verts = struct.unpack('<H', temp_data)[0]
-            new_chunk.bytes_read += 2
-            contextMesh_vertls = struct.unpack('<%df' % (num_verts * 3), file.read(SZ_3FLOAT * num_verts))
-            new_chunk.bytes_read += SZ_3FLOAT * num_verts
-            # dummyvert is not used atm!
-
-        elif new_chunk.ID == OBJECT_FACES:
-            temp_data = file.read(SZ_U_SHORT)
-            num_faces = struct.unpack('<H', temp_data)[0]
-            new_chunk.bytes_read += 2
-            temp_data = file.read(SZ_4U_SHORT * num_faces)
-            new_chunk.bytes_read += SZ_4U_SHORT * num_faces  # 4 short ints x 2 bytes each
-            contextMesh_facels = struct.unpack('<%dH' % (num_faces * 4), temp_data)
-            contextMesh_flag = [contextMesh_facels[i] for i in range(3, (num_faces * 4) + 3, 4)]
-            contextMesh_facels = [contextMesh_facels[i - 3:i] for i in range(3, (num_faces * 4) + 3, 4)]
-
-        elif new_chunk.ID == OBJECT_MATERIAL:
-            material_name, read_str_len = read_string(file)
-            new_chunk.bytes_read += read_str_len  # remove 1 null character.
-            temp_data = file.read(SZ_U_SHORT)
-            num_faces_using_mat = struct.unpack('<H', temp_data)[0]
-            new_chunk.bytes_read += SZ_U_SHORT
-            temp_data = file.read(SZ_U_SHORT * num_faces_using_mat)
-            new_chunk.bytes_read += SZ_U_SHORT * num_faces_using_mat
-            temp_data = struct.unpack("<%dH" % (num_faces_using_mat), temp_data)
-            contextMeshMaterials.append((material_name, temp_data))
-            # look up the material in all the materials
-
-        elif new_chunk.ID == OBJECT_SMOOTH:
-            temp_data = file.read(struct.calcsize('I') * num_faces)
-            smoothgroup = struct.unpack('<%dI' % (num_faces), temp_data)
-            new_chunk.bytes_read += struct.calcsize('I') * num_faces
-            contextMesh_smooth = smoothgroup
-
-        elif new_chunk.ID == OBJECT_UV:
-            temp_data = file.read(SZ_U_SHORT)
-            num_uv = struct.unpack('<H', temp_data)[0]
-            new_chunk.bytes_read += 2
-            temp_data = file.read(SZ_2FLOAT * num_uv)
-            new_chunk.bytes_read += SZ_2FLOAT * num_uv
-            contextMeshUV = struct.unpack('<%df' % (num_uv * 2), temp_data)
-
-        elif new_chunk.ID == OBJECT_TRANS_MATRIX:
-            # How do we know the matrix size? 54 == 4x4 48 == 4x3
-            temp_data = file.read(SZ_4x3MAT)
-            data = list(struct.unpack('<ffffffffffff', temp_data))
-            new_chunk.bytes_read += SZ_4x3MAT
-            contextMatrix = mathutils.Matrix(
-                (data[:3] + [0], data[3:6] + [0], data[6:9] + [0], data[9:] + [1])).transposed()
-
-        elif contextObName and new_chunk.ID == OBJECT_LIGHT:  # Basic lamp support.
-            # no lamp in dict that would be confusing
-            # ...why not? just set CreateBlenderObject to False
-            newLamp = bpy.data.lights.new("Lamp", 'POINT')
-            contextLamp = bpy.data.objects.new(contextObName, newLamp)
-            context.view_layer.active_layer_collection.collection.objects.link(contextLamp)
-            imported_objects.append(contextLamp)
-            object_dictionary[contextObName] = contextLamp
-            temp_data = file.read(SZ_3FLOAT)
-            contextLamp.location = struct.unpack('<3f', temp_data)
-            new_chunk.bytes_read += SZ_3FLOAT
-            contextMatrix = None  # Reset matrix
-            CreateBlenderObject = False
-            CreateLightObject = True
-
-        elif CreateLightObject and new_chunk.ID == MAT_FLOAT_COLOR:  # color
-            temp_data = file.read(SZ_3FLOAT)
-            contextLamp.data.color = struct.unpack('<3f', temp_data)
-            new_chunk.bytes_read += SZ_3FLOAT
-        elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_MULTIPLIER:  # intensity
-            temp_data = file.read(SZ_FLOAT)
-            contextLamp.data.energy = (float(struct.unpack('f', temp_data)[0]) * 1000)
-            new_chunk.bytes_read += SZ_FLOAT
-
-        elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_SPOT:  # spotlight
-            temp_data = file.read(SZ_3FLOAT)
-            contextLamp.data.type = 'SPOT'
-            spot = mathutils.Vector(struct.unpack('<3f', temp_data))
-            aim = contextLamp.location + spot
-            hypo = math.copysign(math.sqrt(pow(aim[1], 2) + pow(aim[0], 2)), aim[1])
-            track = math.copysign(math.sqrt(pow(hypo, 2) + pow(spot[2], 2)), aim[1])
-            angle = math.radians(90) - math.copysign(math.acos(hypo / track), aim[2])
-            contextLamp.rotation_euler[0] = -1 * math.copysign(angle, aim[1])
-            contextLamp.rotation_euler[2] = -1 * (math.radians(90) - math.acos(aim[0] / hypo))
-            new_chunk.bytes_read += SZ_3FLOAT
-            temp_data = file.read(SZ_FLOAT)  # hotspot
-            hotspot = float(struct.unpack('f', temp_data)[0])
-            new_chunk.bytes_read += SZ_FLOAT
-            temp_data = file.read(SZ_FLOAT)  # angle
-            beam_angle = float(struct.unpack('f', temp_data)[0])
-            contextLamp.data.spot_size = math.radians(beam_angle)
-            contextLamp.data.spot_blend = (1.0 - (hotspot / beam_angle)) * 2
-            new_chunk.bytes_read += SZ_FLOAT
-        elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_ROLL:  # roll
-            temp_data = file.read(SZ_FLOAT)
-            contextLamp.rotation_euler[1] = float(struct.unpack('f', temp_data)[0])
-            new_chunk.bytes_read += SZ_FLOAT
-
-        elif contextObName and new_chunk.ID == OBJECT_CAMERA and CreateCameraObject is False:  # Basic camera support
-            camera = bpy.data.cameras.new("Camera")
-            contextCamera = bpy.data.objects.new(contextObName, camera)
-            context.view_layer.active_layer_collection.collection.objects.link(contextCamera)
-            imported_objects.append(contextCamera)
-            object_dictionary[contextObName] = contextCamera
-            temp_data = file.read(SZ_3FLOAT)
-            contextCamera.location = struct.unpack('<3f', temp_data)
-            new_chunk.bytes_read += SZ_3FLOAT
-            temp_data = file.read(SZ_3FLOAT)
-            target = mathutils.Vector(struct.unpack('<3f', temp_data))
-            cam = contextCamera.location + target
-            focus = math.copysign(math.sqrt(pow(cam[1], 2) + pow(cam[0], 2)), cam[1])
-            new_chunk.bytes_read += SZ_3FLOAT
-            temp_data = file.read(SZ_FLOAT)   # triangulating camera angles
-            direction = math.copysign(math.sqrt(pow(focus, 2) + pow(target[2], 2)), cam[1])
-            pitch = math.radians(90) - math.copysign(math.acos(focus / direction), cam[2])
-            contextCamera.rotation_euler[0] = -1 * math.copysign(pitch, cam[1])
-            contextCamera.rotation_euler[1] = float(struct.unpack('f', temp_data)[0])
-            contextCamera.rotation_euler[2] = -1 * (math.radians(90) - math.acos(cam[0] / focus))
-            new_chunk.bytes_read += SZ_FLOAT
-            temp_data = file.read(SZ_FLOAT)
-            contextCamera.data.lens = float(struct.unpack('f', temp_data)[0])
-            new_chunk.bytes_read += SZ_FLOAT
-            contextMatrix = None  # Reset matrix
-            CreateBlenderObject = False
-            CreateCameraObject = True
-
-        elif new_chunk.ID == EDITKEYFRAME:
-            pass
-
-        elif new_chunk.ID == KFDATA_KFSEG:
-            temp_data = file.read(struct.calcsize('I'))
-            start = struct.unpack('<I', temp_data)[0]
-            new_chunk.bytes_read += 4
-            context.scene.frame_start = start
-            temp_data = file.read(struct.calcsize('I'))
-            stop = struct.unpack('<I', temp_data)[0]
-            new_chunk.bytes_read += 4
-            context.scene.frame_end = stop
-
-        # including these here means their EK_OB_NODE_HEADER are scanned
-        # another object is being processed
-        elif new_chunk.ID in {KFDATA_OBJECT, KFDATA_AMBIENT, KFDATA_CAMERA, KFDATA_OBJECT, KFDATA_TARGET, KFDATA_LIGHT, KFDATA_L_TARGET, }:
-            child = None
-
-        elif new_chunk.ID == OBJECT_NODE_HDR:
-            object_name, read_str_len = read_string(file)
-            new_chunk.bytes_read += read_str_len
-            temp_data = file.read(SZ_U_SHORT * 2)
-            new_chunk.bytes_read += 4
-            temp_data = file.read(SZ_U_SHORT)
-            hierarchy = struct.unpack('<H', temp_data)[0]
-            new_chunk.bytes_read += 2
-            child = object_dictionary.get(object_name)
-
-            if child is None: # and object_name != '$AMBIENT$':
-                child = bpy.data.objects.new(object_name, None)  # create an empty object
-                context.view_layer.active_layer_collection.collection.objects.link(child)
-                imported_objects.append(child)
-
-            object_list.append(child)
-            object_parent.append(hierarchy)
-            pivot_list.append(mathutils.Vector((0.0, 0.0, 0.0)))
-
-        elif new_chunk.ID == OBJECT_INSTANCE_NAME:
-            object_name, read_str_len = read_string(file)
-            if child.name == '$$$DUMMY':
-                child.name = object_name
-            else:
-                child.name += "." + object_name
-            object_dictionary[object_name] = child
-            new_chunk.bytes_read += read_str_len
-
-        elif new_chunk.ID == OBJECT_PIVOT:  # pivot
-            temp_data = file.read(SZ_3FLOAT)
-            pivot = struct.unpack('<3f', temp_data)
-            new_chunk.bytes_read += SZ_3FLOAT
-            pivot_list[len(pivot_list) - 1] = mathutils.Vector(pivot)
-
-        elif KEYFRAME and new_chunk.ID == POS_TRACK_TAG:  # translation
-            new_chunk.bytes_read += SZ_U_SHORT * 5
-            temp_data = file.read(SZ_U_SHORT * 5)
-            temp_data = file.read(SZ_U_SHORT)
-            nkeys = struct.unpack('<H', temp_data)[0]
-            temp_data = file.read(SZ_U_SHORT)
-            new_chunk.bytes_read += SZ_U_SHORT * 2
-            for i in range(nkeys):
-                temp_data = file.read(SZ_U_SHORT)
-                nframe = struct.unpack('<H', temp_data)[0]
-                new_chunk.bytes_read += SZ_U_SHORT
-                temp_data = file.read(SZ_U_SHORT * 2)
-                new_chunk.bytes_read += SZ_U_SHORT * 2
-                temp_data = file.read(SZ_3FLOAT)
-                loc = struct.unpack('<3f', temp_data)
-                new_chunk.bytes_read += SZ_3FLOAT
-                if nframe == 0:
-                    child.location = loc
-
-        elif KEYFRAME and new_chunk.ID == ROT_TRACK_TAG and child.type == 'MESH':  # rotation
-            new_chunk.bytes_read += SZ_U_SHORT * 5
-            temp_data = file.read(SZ_U_SHORT * 5)
-            temp_data = file.read(SZ_U_SHORT)
-            nkeys = struct.unpack('<H', temp_data)[0]
-            temp_data = file.read(SZ_U_SHORT)
-            new_chunk.bytes_read += SZ_U_SHORT * 2
-            for i in range(nkeys):
-                temp_data = file.read(SZ_U_SHORT)
-                nframe = struct.unpack('<H', temp_data)[0]
-                new_chunk.bytes_read += SZ_U_SHORT
-                temp_data = file.read(SZ_U_SHORT * 2)
-                new_chunk.bytes_read += SZ_U_SHORT * 2
-                temp_data = file.read(SZ_4FLOAT)
-                rad, axis_x, axis_y, axis_z = struct.unpack("<4f", temp_data)
-                new_chunk.bytes_read += SZ_4FLOAT
-                if nframe == 0:
-                    child.rotation_euler = mathutils.Quaternion(
-                        (axis_x, axis_y, axis_z), -rad).to_euler()   # why negative?
-
-        elif KEYFRAME and new_chunk.ID == SCL_TRACK_TAG and child.type == 'MESH':  # scale
-            new_chunk.bytes_read += SZ_U_SHORT * 5
-            temp_data = file.read(SZ_U_SHORT * 5)
-            temp_data = file.read(SZ_U_SHORT)
-            nkeys = struct.unpack('<H', temp_data)[0]
-            temp_data = file.read(SZ_U_SHORT)
-            new_chunk.bytes_read += SZ_U_SHORT * 2
-            for i in range(nkeys):
-                temp_data = file.read(SZ_U_SHORT)
-                nframe = struct.unpack('<H', temp_data)[0]
-                new_chunk.bytes_read += SZ_U_SHORT
-                temp_data = file.read(SZ_U_SHORT * 2)
-                new_chunk.bytes_read += SZ_U_SHORT * 2
-                temp_data = file.read(SZ_3FLOAT)
-                sca = struct.unpack('<3f', temp_data)
-                new_chunk.bytes_read += SZ_3FLOAT
-                if nframe == 0:
-                    child.scale = sca
-
-        elif KEYFRAME and new_chunk.ID == COL_TRACK_TAG and child.type == 'LIGHT':  # color
-            new_chunk.bytes_read += SZ_U_SHORT * 5
-            temp_data = file.read(SZ_U_SHORT * 5)
-            temp_data = file.read(SZ_U_SHORT)
-            nkeys = struct.unpack('<H', temp_data)[0]
-            temp_data = file.read(SZ_U_SHORT)
-            new_chunk.bytes_read += SZ_U_SHORT * 2
-            for i in range(nkeys):
-                temp_data = file.read(SZ_U_SHORT)
-                nframe = struct.unpack('<H', temp_data)[0]
-                new_chunk.bytes_read += SZ_U_SHORT
-                temp_data = file.read(SZ_U_SHORT * 2)
-                new_chunk.bytes_read += SZ_U_SHORT * 2
-                temp_data = file.read(SZ_3FLOAT)
-                rgb = struct.unpack('<3f', temp_data)
-                new_chunk.bytes_read += SZ_3FLOAT
-                if nframe == 0:
-                    child.data.color = rgb
-
-        elif new_chunk.ID == FOV_TRACK_TAG and child.type == 'CAMERA':  # Field of view
-            new_chunk.bytes_read += SZ_U_SHORT * 5
-            temp_data = file.read(SZ_U_SHORT * 5)
-            temp_data = file.read(SZ_U_SHORT)
-            nkeys = struct.unpack('<H', temp_data)[0]
-            temp_data = file.read(SZ_U_SHORT)
-            new_chunk.bytes_read += SZ_U_SHORT * 2
-            for i in range(nkeys):
-                temp_data = file.read(SZ_U_SHORT)
-                nframe = struct.unpack('<H', temp_data)[0]
-                new_chunk.bytes_read += SZ_U_SHORT
-                temp_data = file.read(SZ_U_SHORT * 2)
-                new_chunk.bytes_read += SZ_U_SHORT * 2
-                temp_data = file.read(SZ_FLOAT)
-                fov = struct.unpack('<f', temp_data)[0]
-                new_chunk.bytes_read += SZ_FLOAT
-                if nframe == 0:
-                    child.data.angle = math.radians(fov)
-
-        elif new_chunk.ID == ROLL_TRACK_TAG and child.type == 'CAMERA':  # Roll angle
-            new_chunk.bytes_read += SZ_U_SHORT * 5
-            temp_data = file.read(SZ_U_SHORT * 5)
-            temp_data = file.read(SZ_U_SHORT)
-            nkeys = struct.unpack('<H', temp_data)[0]
-            temp_data = file.read(SZ_U_SHORT)
-            new_chunk.bytes_read += SZ_U_SHORT * 2
-            for i in range(nkeys):
-                temp_data = file.read(SZ_U_SHORT)
-                nframe = struct.unpack('<H', temp_data)[0]
-                new_chunk.bytes_read += SZ_U_SHORT
-                temp_data = file.read(SZ_U_SHORT * 2)
-                new_chunk.bytes_read += SZ_U_SHORT * 2
-                temp_data = file.read(SZ_FLOAT)
-                roll = struct.unpack('<f', temp_data)[0]
-                new_chunk.bytes_read += SZ_FLOAT
-                if nframe == 0:
-                    child.rotation_euler[1] = math.radians(roll)
-
-        else:
-            buffer_size = new_chunk.length - new_chunk.bytes_read
-            binary_format = "%ic" % buffer_size
-            temp_data = file.read(struct.calcsize(binary_format))
-            new_chunk.bytes_read += buffer_size
-
-        # update the previous chunk bytes read
-        previous_chunk.bytes_read += new_chunk.bytes_read
-
-    # FINISHED LOOP
-    # There will be a number of objects still not added
-    if CreateBlenderObject:
-        if CreateLightObject or CreateCameraObject:
-            pass
-        else:
-            putContextMesh(context, contextMesh_vertls, contextMesh_facels, contextMesh_flag, contextMeshMaterials, contextMesh_smooth)
-
-    # Assign parents to objects
-    # check _if_ we need to assign first because doing so recalcs the depsgraph
-    for ind, ob in enumerate(object_list):
-        parent = object_parent[ind]
-        if parent == ROOT_OBJECT:
-            if ob.parent is not None:
-                ob.parent = ROOT_OBJECT
-        else:
-            if ob.parent != object_list[parent]:
-                if ob == object_list[parent]:
-                    print('   warning: Cannot assign self to parent ', ob)
-                else:
-                    ob.parent = object_list[parent]
-
-            # pivot_list[ind] += pivot_list[parent]  # XXX, not sure this is correct, should parent space matrix be applied before combining?
-    # fix pivots
-    for ind, ob in enumerate(object_list):
-        if ob.type == 'MESH':
-            pivot = pivot_list[ind]
-            pivot_matrix = object_matrix.get(ob, mathutils.Matrix())  # unlikely to fail
-            pivot_matrix = mathutils.Matrix.Translation(-1 * pivot)
-            #pivot_matrix = mathutils.Matrix.Translation(pivot_matrix.to_3x3() @ -pivot)
-            ob.data.transform(pivot_matrix)
-
-
-def load_3ds(filepath,
-             context,
-             IMPORT_CONSTRAIN_BOUNDS=10.0,
-             IMAGE_SEARCH=True,
-             KEYFRAME=True,
-             APPLY_MATRIX=True,
-             global_matrix=None):
-    #    global SCN
-
-    # XXX
-    #   if BPyMessages.Error_NoFile(filepath):
-    #       return
-
-    print("importing 3DS: %r..." % (filepath), end="")
-
-    if bpy.ops.object.select_all.poll():
-        bpy.ops.object.select_all(action='DESELECT')
-
-    time1 = time.time()
-#   time1 = Blender.sys.time()
-
-    current_chunk = Chunk()
-
-    file = open(filepath, 'rb')
-
-    # here we go!
-    # print 'reading the first chunk'
-    read_chunk(file, current_chunk)
-    if current_chunk.ID != PRIMARY:
-        print('\tFatal Error:  Not a valid 3ds file: %r' % filepath)
-        file.close()
-        return
-
-    if IMPORT_CONSTRAIN_BOUNDS:
-        BOUNDS_3DS[:] = [1 << 30, 1 << 30, 1 << 30, -1 << 30, -1 << 30, -1 << 30]
-    else:
-        del BOUNDS_3DS[:]
-
-    # IMAGE_SEARCH
-
-    # fixme, make unglobal, clear in case
-    object_dictionary.clear()
-    object_matrix.clear()
-
-    scn = context.scene
-
-    imported_objects = []  # Fill this list with objects
-    process_next_chunk(context, file, current_chunk, imported_objects, IMAGE_SEARCH, KEYFRAME)
-
-    # fixme, make unglobal
-    object_dictionary.clear()
-    object_matrix.clear()
-
-    # Link the objects into this scene.
-    # Layers = scn.Layers
-
-    # REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
-
-    if APPLY_MATRIX:
-        for ob in imported_objects:
-            if ob.type == 'MESH':
-                me = ob.data
-                me.transform(ob.matrix_local.inverted())
-
-    # print(imported_objects)
-    if global_matrix:
-        for ob in imported_objects:
-            if ob.type == 'MESH' and ob.parent is None:
-                ob.matrix_world = ob.matrix_world @ global_matrix
-
-    for ob in imported_objects:
-        ob.select_set(True)
-
-    # Done DUMMYVERT
-    """
-    if IMPORT_AS_INSTANCE:
-        name = filepath.split('\\')[-1].split('/')[-1]
-        # Create a group for this import.
-        group_scn = Scene.New(name)
-        for ob in imported_objects:
-            group_scn.link(ob) # dont worry about the layers
-
-        grp = Blender.Group.New(name)
-        grp.objects = imported_objects
-
-        grp_ob = Object.New('Empty', name)
-        grp_ob.enableDupGroup = True
-        grp_ob.DupGroup = grp
-        scn.link(grp_ob)
-        grp_ob.Layers = Layers
-        grp_ob.sel = 1
-    else:
-        # Select all imported objects.
-        for ob in imported_objects:
-            scn.link(ob)
-            ob.Layers = Layers
-            ob.sel = 1
-    """
-
-    context.view_layer.update()
-
-    axis_min = [1000000000] * 3
-    axis_max = [-1000000000] * 3
-    global_clamp_size = IMPORT_CONSTRAIN_BOUNDS
-    if global_clamp_size != 0.0:
-        # Get all object bounds
-        for ob in imported_objects:
-            for v in ob.bound_box:
-                for axis, value in enumerate(v):
-                    if axis_min[axis] > value:
-                        axis_min[axis] = value
-                    if axis_max[axis] < value:
-                        axis_max[axis] = value
-
-        # Scale objects
-        max_axis = max(axis_max[0] - axis_min[0],
-                       axis_max[1] - axis_min[1],
-                       axis_max[2] - axis_min[2])
-        scale = 1.0
-
-        while global_clamp_size < max_axis * scale:
-            scale = scale / 10.0
-
-        scale_mat = mathutils.Matrix.Scale(scale, 4)
-
-        for obj in imported_objects:
-            if obj.parent is None:
-                obj.matrix_world = scale_mat @ obj.matrix_world
-
-    # Select all new objects.
-    print(" done in %.4f sec." % (time.time() - time1))
-    file.close()
-
-
-def load(operator,
-         context,
-         filepath="",
-         constrain_size=0.0,
-         use_image_search=True,
-         read_keyframe=True,
-         use_apply_transform=True,
-         global_matrix=None,
-         ):
-
-    load_3ds(filepath,
-             context,
-             IMPORT_CONSTRAIN_BOUNDS=constrain_size,
-             IMAGE_SEARCH=use_image_search,
-             KEYFRAME=read_keyframe,
-             APPLY_MATRIX=use_apply_transform,
-             global_matrix=global_matrix,
-             )
-
-    return {'FINISHED'}