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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.

Install it Browse the tools

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

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.