Void Tools¶
One Blender add-on for GTA V / FiveM asset authoring, built on Sollumz.
Every authoring tool builds separate geometry and never modifies the mesh you point it at. The analysis tools only read. Delete what a tool made and your asset is exactly as it was — that is the one rule with no exceptions anywhere in this add-on.
The ten tools¶
| Tool | What it makes | Built from |
|---|---|---|
| Edge Wear | Chipped-edge damage strips | selected edges |
| Smooth Edge | Normal-map strips that make a hard edge read as rounded | selected edges |
| Ambient Occlusion | Ambient-occlusion corner decals | selected edges, or a world height |
| Decal Tool | Surface-aligned decal planes from your own library | selected faces |
| Surface Painter | Dirt, grime and graffiti brushed onto a surface | a paint mesh over the object |
| Edge Dirt | The same strip as Ambient Occlusion, carrying a dirt texture | selected edges |
| Density Check | A triangle-budget heatmap graded against vanilla GTA | the scene, read-only |
| Texture Budget | The same heatmap for texture resolution, plus VRAM cost | the scene, read-only |
| Pre-Flight | The export test you would otherwise run in game | the scene, read-only |
| Material Maker | Height, normal and specular maps | one diffuse image |
Why it is shaped like this¶
GTA's own assets get their wear from decals, not from geometry: a chipped kerb is a plane with a chipped-edge texture on it, floating a few millimetres off a perfectly clean kerb. That is what these tools build. It keeps the source mesh clean and re-editable, it keeps the triangle count where the budget wants it, and it is what the engine is built to render.
Three things follow from that, and they run through everything here:
Your mesh is never modified. Not on the first press, not on the hundredth. Where a tool has to affect the source — rounding a corner so a strip can sit on it — it uses a Bevel modifier, which is reversible and which Sollumz bakes into the export anyway.
What you generate stays live. A finished strip remembers the object and the edges it was built from and every setting used, so dragging a value in Selected Strip rebuilds it as you drag. It feels like a Geometry Nodes modifier, except the result is real mesh data that needs no applying before export.
It is Sollumz-native. Correct UVMap 0 and Color 1 attributes, real
Sollumz shader materials, and generated objects parented into the Drawable when
the source belongs to one.
Requirements¶
- Blender 4.2+ — verified against 5.0.1 and 5.2.0 LTS
- Sollumz, enabled, with its dependencies installed
Every panel says so plainly, and refuses to draw its buttons, when Sollumz is not there.
Getting help¶
- Troubleshooting covers what usually goes wrong first
- Support → Report a Bug at the foot of the tab fills in a GitHub issue from where the problem happened — read what it sends before you press it
- Issues on GitHub
Free, and better for the people who turn up¶
Void Tools costs nothing and stays that way. It is improved by pull requests, by bug reports with a .blend attached, and by the people who fund the time — see Thanks.