Releases: Kmschr/obj2brz
Release list
v1.1.0 - ALL THE FORMATS!
obj2brz is no longer just OBJ. STL, FBX, and glTF/GLB models can now be converted directly!
Note: FBX is desktop/CLI only. The parser is a C library that can't run in
the browser, so the web version at https://obj2brz.kmschr.com/ accepts OBJ,
STL, and glTF/GLB.
STL (.stl)
Both binary and ASCII variants. STL carries bare triangles with no colors,
UVs, or materials, so models convert as a single white color. STL is
conventionally Z-up; models are rotated into the correct orientation
automatically.
glTF / GLB (.gltf/.glb)
Full node hierarchy with world transforms applied. Primitives with an
embedded base-color texture keep their texture and UVs; everything else uses
the material's flat base color.
FBX (.fbx)
Triangles are grouped by resolved material color, with the node hierarchy and
scene units normalized on load. Material base/diffuse colors are used
UI
- Source model card lists the supported formats for your build
- File pickers and CLI help updated for the new formats
v1.0.0 - EA3 Update
v1.0.0
obj2brz is now available online!
check it out at https://obj2brz.kmschr.com/
Note: the web version does not support converting textures, so models will appear single colored if they rely on external texture files
Major refactor: mono repo into 3 crates
Split into obj2brz (core lib), obj2brz-cli, and obj2brz-gui. Conversion engine usable independently of any UI. Each crate has its own Cargo.toml with version.workspace = true.
Rampify fixes
- Fixed gaps in rampify output
- Rampify module rewritten with better coverage and performance
UI & UX
- Show conversion bounds before converting
- Presist last-used settings across sessions
- Proper error dialogs with user prompts for missing textures
- Show full expected paths in missing texture dialogs
- Extra collision options
- Various UI polish fixes
Color conversion
- Updated color conversion to be compatible with EA3
v0.6.0 - BRZ prefabs
bls2brs now converts models to the prefab format .brz by default. You can still convert to .brs using the legacy toggle.
Note that .brz prefabs should be placed in %appdata%\Local\Brickadia\Saved\Prefabs\
v0.5.7 - Fix issues with normals and texture coordinates
Fix regression from upgrading tobj by restoring previous behavior of coordinate indexing.
v0.5.6 - Compatability
Now compatible with more OBJs thanks to an update to the tobj library
v0.5.5 - Bugfix
- Fixed merged bricks being over the size limit
v0.5.4 - Brick Scale Option
Save brickcount and achieve a more "pixelated" look by configuring the minimum brick size during conversion. (for microbricks only)
In the example above, the tree on the left has x1 brick scale - resulting in 500k bricks. The tree on the right uses microbricks of twice the size for a total of 150k bricks.
v0.5.3 - Bugfixes
- FileDialog handling is now done in a separate thread, fixing crashes and letting you change settings while picking a file
- Fixed bug where converting with rampify selected would result in wrong proportions on the first run
v0.5.2 - Materials
v0.5.1 - Rampified
Adds functionality for plate-rampifier tool



