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Thanks

Void Tools is free, and it stays free. It is also built in the open, which means it gets better when people turn up — with a pull request, with a bug report carrying a .blend, or by funding the time it takes.

This page is where that is recorded.

Contributors

People whose code is in the add-on you installed.

@cs-dev-09

The Vertex Colour picker — #1

Every tool used to write one fixed green into Color 1. Changing it meant going into Vertex Paint and doing it by hand, which quietly destroyed the alpha channel unless you remembered to untick Affect Alpha — and the alpha is the part the decal shaders actually blend by, so the damage was invisible until you looked for it.

It is a preset list on the finished object now — Green, Red, White, Blue, Yellow, or Custom with a swatch — and picking a colour cannot touch the alpha. See choosing the colour.

The PR arrived tested, followed the project's conventions closely, and passed the whole suite on both supported Blender versions on the first run. That is rarer than it should be, and it is why it went in the same day.

Vertex Color Bake was theirs too — procedural AO, dirt, grime and wear baked into Color 1, with the expensive raycasting cached on the mesh so the sliders stay live. It is the one tool in the add-on that writes to the object you select, which is not a slip: baked vertex colour is mesh data and has nowhere else to live.

Shadow Map Baker is theirs as well — the room's own light baked into a texture and put back as a decal_dirt decal, which is how GTA's interiors get shadow at all. Three bake modes, and the levels adjust live so the expensive part happens once and the dialling-in is free.

@gecu3d

Material Maker — height, normal and specular maps from a single diffuse image.

Written as a standalone add-on, with its own numpy image pipeline, its four panels and a settings page deep enough to have a guide inside it, and handed over whole. It came in as its own thing and became the Materials section: the one tool here that makes a texture rather than putting one onto geometry.

The algorithms are ported from Bounding Box Software's Materialize, which is why this add-on is GPL-3.

Molo Modding

Sign Glow — the halo behind lit 3D lettering.

Also written as a standalone add-on and handed over whole. It traces the letters' own silhouette, blurs it at two radii — a tight core and a wide bloom — and puts the result on an emissive plane just behind them. That is how a lit sign reads at night in GTA: not with a light per sign, which no interior's budget survives, but with a plane carrying a picture of the glow, which is what vanilla signage does.

What it brought with it outlasts the tool. Blender cannot write DDS, and until this arrived nothing in the add-on could put a texture on disk in a format the game reads; that writer is shared/dds.py now, and it belongs to the whole project.

Sponsors

@Zydrec

The first person to fund this work through GitHub Sponsors.

A tool that is free either way is not owed that. It pays for the unglamorous half — the day spent finding out that two tools' bevels were quietly rounding each other's edges, the test suite that now catches it, this documentation. Thank you.

Being listed here

Sponsors are listed only if they are public on the sponsors page; a private sponsorship stays private and is thanked privately.

Contributors are listed once their pull request is merged, since the commit is public either way.

Either way: if you would rather not appear here, say so on the issues and you will be removed, no reason needed.

Standing on

Void Tools would not exist without Sollumz, which does the hard part — the shaders, the export, the whole GTA V pipeline inside Blender. Everything here builds on top of it.