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Releases: Kmschr/obj2brz

v1.1.0 - ALL THE FORMATS!

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@Kmschr Kmschr released this 15 Jul 03:00

https://obj2brz.kmschr.com

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

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@Kmschr Kmschr released this 12 Jul 19:27

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

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@Kmschr Kmschr released this 14 Dec 02:38

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

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@Kmschr Kmschr released this 10 Jul 15:02

Fix regression from upgrading tobj by restoring previous behavior of coordinate indexing.

v0.5.6 - Compatability

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@Kmschr Kmschr released this 24 Jan 21:45

Now compatible with more OBJs thanks to an update to the tobj library

v0.5.5 - Bugfix

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@Kmschr Kmschr released this 20 Jan 23:57
  • Fixed merged bricks being over the size limit

v0.5.4 - Brick Scale Option

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@Kmschr Kmschr released this 23 Jul 14:23

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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

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@Kmschr Kmschr released this 30 Nov 17:55
  • 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

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@Kmschr Kmschr released this 27 Mar 02:01

Now you can select material to use for conversion!
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v0.5.1 - Rampified

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@Kmschr Kmschr released this 07 Jan 23:06

Adds functionality for plate-rampifier tool
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