Null Game Toolkit

Null Station in Modeling


πŸ“– NULL GAME TOOLKIT - COMPLETE DOCUMENTATION



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INSTALLATION

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STEP 1: LOCATE YOUR BLENDER ADDONS FOLDER


Windows:

C:\Users\[YourUsername]\AppData\Roaming\Blender Foundation\Blender\[Version]\scripts\addons\


macOS:

/Users/[YourUsername]/Library/Application Support/Blender/[Version]/scripts/addons/


Linux:

/home/[YourUsername]/.config/blender/[Version]/scripts/addons/



STEP 2: INSTALL THE ADDON


Method A - Direct Install:

1. Copy the "NullGameToolkit" folder to your addons directory

2. Restart Blender

3. Go to Edit β†’ Preferences β†’ Add-ons

4. Search for "Null Game Toolkit"

5. Enable the checkbox


Method B - Zip Install:

1. In Blender, go to Edit β†’ Preferences β†’ Add-ons

2. Click "Install" button (top right)

3. Navigate to the NullGameToolkit folder (zipped)

4. Select and install

5. Enable the checkbox



STEP 3: VERIFY INSTALLATION


1. Open Blender

2. Press N in 3D Viewport to open sidebar

3. Look for "Null Game Toolkit" tab

4. If visible, installation successful!



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COLLISION GENERATION

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BASIC WORKFLOW:


1. Select one or more mesh objects

2. Open Null Game Toolkit panel (press N)

3. Choose collision type from dropdown

4. Adjust settings (optional)

5. Click "Create Collision"



COLLISION TYPES EXPLAINED:


β€’ BOX COLLISION

Β  Best for: Buildings, crates, walls, furniture

Β  Performance: Fastest

Β  Accuracy: Low (bounding box)

Β  Use when: Shape is roughly rectangular


β€’ SPHERE COLLISION

Β  Best for: Balls, planets, round objects

Β  Performance: Very Fast

Β  Accuracy: Low (bounding sphere)

Β  Use when: Shape is roughly spherical


β€’ CAPSULE COLLISION

Β  Best for: Characters, trees, pillars

Β  Performance: Fast

Β  Accuracy: Medium

Β  Use when: Shape is cylindrical or character-like


β€’ CONVEX HULL COLLISION

Β  Best for: Most game objects (RECOMMENDED)

Β  Performance: Good

Β  Accuracy: High

Β  Use when: Need automatic, accurate collision


β€’ MESH COLLISION

Β  Best for: Complex static objects

Β  Performance: Medium

Β  Accuracy: Very High

Β  Use when: Need detailed collision, can afford performance


β€’ ACCURATE COLLISION

Β  Best for: Critical gameplay objects

Β  Performance: Slower

Β  Accuracy: Maximum

Β  Use when: Precision is essential



SETTINGS EXPLAINED:


β€’ Collision Type: Choose from 6 collision methods

β€’ Simplification: Reduce polygon count (0.0-1.0)

Β  - 0.0 = No simplification

Β  - 0.5 = Moderate simplification

Β  - 1.0 = Maximum simplification


β€’ Margin: Collision boundary offset (cm)

Β  - Positive = Expand collision boundary

Β  - Negative = Shrink collision boundary

Β  - Default = 0.0 cm


β€’ Origin Mode:

Β  - BOUNDS: Center to bounding box

Β  - GEOMETRY: Center to geometry

Β  - CURSOR: Center to 3D cursor


β€’ Detail Level:

Β  - LOW: Fast, low polygon count

Β  - MEDIUM: Balanced quality/performance

Β  - HIGH: Detailed, higher polygon count


β€’ Combine Collisions: Merge multiple collision meshes into one

β€’ Apply Material: Add visual collision material (wireframe)

β€’ Auto Organize: Automatically organize into collections

β€’ Rename to LOD0: Rename source mesh to [Name]_LOD0



ISOLATION MODES:


β€’ DEFAULT VIEW: Normal scene visibility

Β  Use: General modeling and setup


β€’ ISOLATE COLLISION: Show collision mesh only

Β  Use: Focus on collision shape without distraction


β€’ COMPARE MODE: Show both collision and source mesh

Β  Use: Verify collision accuracy and coverage



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LOD GENERATION

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BASIC WORKFLOW:


1. Select source mesh

2. Navigate to "LOD Settings" panel

3. Set "Number of LOD Levels" (1-5)

4. Adjust reduction ratios per level

5. Click "Generate LODs" at the top



LOD LEVELS EXPLAINED:


LOD0: Original mesh (100% detail)

LOD1: 75% poly count - Close viewing distance

LOD2: 50% poly count - Medium viewing distance

LOD3: 25% poly count - Far viewing distance

LOD4: 10% poly count - Very far viewing distance



REDUCTION RATIO GUIDE:


β€’ 0.9 = 90% original polygons (minimal reduction)

β€’ 0.75 = 75% original polygons (subtle reduction)

β€’ 0.5 = 50% original polygons (moderate reduction)

β€’ 0.25 = 25% original polygons (aggressive reduction)

β€’ 0.1 = 10% original polygons (extreme reduction)



BEST PRACTICES:


βœ“ Always test LODs in-engine at target distances

βœ“ Use more aggressive reduction for background objects

βœ“ Keep important silhouettes intact on LOD1-2

βœ“ Reserve extreme reduction (0.1-0.2) for LOD4+

βœ“ Consider baking normal maps to preserve detail



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NAMING CONVENTIONS

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UNREAL ENGINE:

β€’ Collision: UCX_[ObjectName]

Β  Example: UCX_Barrel, UCX_Tree

β€’ Source: SM_[ObjectName]

Β  Example: SM_Barrel, SM_Tree

β€’ LOD: [ObjectName]_LOD1, _LOD2, etc.


UNITY:

β€’ Collision: [ObjectName]_Col

Β  Example: Barrel_Col, Tree_Col

β€’ LOD: [ObjectName]_LOD1, _LOD2, etc.


GODOT:

β€’ Collision: [ObjectName]-col

Β  Example: Barrel-col, Tree-col

β€’ LOD: [ObjectName]_LOD1, _LOD2, etc.


CUSTOM:

β€’ Define your own prefix and suffix

β€’ Collision Prefix: Your choice (e.g., "COL_")

β€’ Collision Suffix: Your choice (e.g., "_collision")

β€’ LOD Suffix: Your choice (e.g., "_lod")



PREVIEW:

The Naming Convention panel shows live examples based on your settings:

"Example: Cube β†’ [Result]"



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ORGANIZATION & COLLECTIONS

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AUTO ORGANIZATION MODES:


BY TYPE:

β”œβ”€β”€ Models

β”‚Β  Β β”œβ”€β”€ Barrel

β”‚Β  Β β”œβ”€β”€ Crate

β”‚Β   └── Tree

β”œβ”€β”€ Collisions

β”‚Β  Β β”œβ”€β”€ UCX_Barrel

β”‚Β  Β β”œβ”€β”€ UCX_Crate

β”‚Β   └── UCX_Tree

└── LODs

Β  Β  β”œβ”€β”€ Barrel_LOD1

Β  Β  β”œβ”€β”€ Crate_LOD1

Β  Β  └── Tree_LOD1


BY OBJECT:

β”œβ”€β”€ Barrel

β”‚Β  Β β”œβ”€β”€ Barrel (source)

β”‚Β  Β β”œβ”€β”€ UCX_Barrel (collision)

β”‚Β   └── Barrel_LOD1 (LOD)

β”œβ”€β”€ Crate

β”‚Β  Β β”œβ”€β”€ Crate (source)

β”‚Β  Β β”œβ”€β”€ UCX_Crate (collision)

β”‚Β   └── Crate_LOD1 (LOD)

└── Tree

Β  Β  β”œβ”€β”€ Tree (source)

Β  Β  β”œβ”€β”€ UCX_Tree (collision)

Β  Β  └── Tree_LOD1 (LOD)



ORGANIZE COLLECTIONS BUTTON:


Context-Aware Behavior:

β€’ If objects selected: "Organize Selected Collections"

Β  - Only affects selected objects

β€’ If nothing selected: "Organize Collections"

Β  - Affects all objects in scene



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BULK EXPORT

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WORKFLOW:


1. Organize your collections (recommended)

2. Go to Utilities panel

3. Click "Bulk Export"

4. Choose export format (FBX, OBJ, or GLTF)

5. Select destination folder

6. Configure options

7. Click "Export"



EXPORT OPTIONS:


β€’ Export Format: FBX / OBJ / GLTF

Β  FBX: Best for Unreal Engine, Unity (most common)

Β  OBJ: Simple, universal format

Β  GLTF: Modern, web-friendly format


β€’ Apply Transform: Apply scale/rotation/location before export

Β  Enable: For game engines (RECOMMENDED)

Β  Disable: If you need to preserve transforms


β€’ Export from World Center: Temporarily moves objects to world origin

Β  Enable: For consistent positioning in engine

Β  Disable: Export at current positions


β€’ Embed Textures: Include textures in exported files

Β  Enable: For portability, sharing

Β  Disable: For smaller file size, linked textures



HOW BULK EXPORT WORKS:


1. Scans all collections in scene

2. Exports each collection as separate file

3. Names files based on collection name

4. Automatically handles:

Β  Β - Transform application

Β  Β - Temporary repositioning

Β  Β - Texture embedding

Β  Β - File format conversion

5. Restores original scene state



BEST PRACTICES:


βœ“ Organize collections before exporting (use "Organize Collections")

βœ“ Use descriptive collection names (becomes filename)

βœ“ Enable "Apply Transform" for game engines

βœ“ Enable "Embed Textures" when sharing assets

βœ“ Test import in target engine before batch exporting many assets



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UTILITIES PANEL

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SELECTION TOOLS:


β€’ Select All Models

Β  - Selects all non-collision, non-LOD meshes

Β  - Includes _LOD0 suffix objects


β€’ Select All Collisions

Β  - Selects all collision meshes (UCX_, _Col, -col)


β€’ Select All LODs

Β  - Selects all LOD meshes (_LOD1, _LOD2, etc.)



CLEANUP TOOLS (Context-Aware):


β€’ Delete Collisions

Β  - Selected objects only: "Delete Selected Collisions"

Β  - Nothing selected: "Delete Collisions" (all in scene)


β€’ Delete LODs

Β  - Selected objects only: "Delete Selected LODs"

Β  - Nothing selected: "Delete LODs" (all in scene)


β€’ Delete Models

Β  - Selected objects only: "Delete Selected Models"

Β  - Nothing selected: "Delete Models" (all in scene)



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KEYBOARD SHORTCUTS

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N - Toggle sidebar (access Null Game Toolkit panel)

A - Select/Deselect all (exits isolation mode if active)

H - Hide selected

Alt+H - Unhide all



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TROUBLESHOOTING

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ISSUE: Addon doesn't appear in preferences

SOLUTION:

- Verify folder structure: .../addons/NullGameToolkit/__init__.py

- Restart Blender

- Check Blender version (4.0-5.0 required)

- Try "Install from ZIP" method



ISSUE: Sidebar tab not visible

SOLUTION:

- Press N to toggle sidebar

- Scroll down in sidebar tabs area

- Look for "Null Game Toolkit" at bottom



ISSUE: Collision not generating

SOLUTION:

- Ensure mesh object is selected (not empty/curve/camera)

- Check object has geometry (not zero faces)

- Try different collision type

- Check console for errors (Window β†’ Toggle System Console)



ISSUE: Texture embedding not working

SOLUTION:

- Enable Edit β†’ Preferences β†’ File Paths β†’ "Auto Pack Resources"

- For packed textures, manually unpack first (File β†’ External Data β†’ Unpack Resources)

- Ensure texture files exist on disk

- Check file paths are valid



ISSUE: LODs look broken

SOLUTION:

- Try higher reduction ratio (less aggressive)

- Check source mesh has no ngons or non-manifold geometry

- Use Mesh β†’ Clean Up β†’ Merge by Distance first



ISSUE: Export creates empty files

SOLUTION:

- Ensure collections contain meshes

- Check meshes have geometry

- Try exporting single collection first

- Verify export path is writable



ISSUE: Names not following convention

SOLUTION:

- Check Naming Convention dropdown (Unreal/Unity/Godot/Custom)

- For custom, ensure prefix/suffix fields are filled

- Re-create collision/LOD after changing convention



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ADVANCED TIPS

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TIP 1: BATCH PROCESSING

Select multiple objects before creating collisions. The addon will process allΒ 

selected meshes automatically.


TIP 2: MANUAL COLLISION EDITING

After creating collision, you can manually edit it in Edit Mode. Use "ApplyΒ 

Material" to visualize wireframe during editing.


TIP 3: COMBINED COLLISIONS

Enable "Combine Collisions" when multiple objects should share one collisionΒ 

mesh (e.g., building parts).


TIP 4: MARGIN FOR CHARACTERS

Use negative margin (-0.5 to -2.0 cm) on character collision to prevent wallΒ 

clipping.


TIP 5: LOD TESTING

Use Blender's "Display As" options to preview different LODs before exporting.


TIP 6: NAMING CONSISTENCY

Set your naming convention once at project start. All subsequent operationsΒ 

will follow the same standard.


TIP 7: COLLECTION ORGANIZATION

Organize early and often. Well-structured collections make bulk export seamless.


TIP 8: BACKUP BEFORE CLEANUP

Before using Delete tools, save your file. Context-aware deletion is powerfulΒ 

but permanent.



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WORKFLOW EXAMPLES

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EXAMPLE 1: SINGLE ASSET FOR UNREAL ENGINE


1. Import or create your mesh

2. Select mesh

3. Set Naming Convention β†’ "Unreal Engine"

4. Enable "Rename Source to LOD0"

5. Choose "Convex Hull" collision

6. Click "Create Collision"

7. Set LOD Levels to 3

8. Click "Generate LODs"

9. Click "Organize Collections" β†’ By Object

10. Click "Bulk Export" β†’ FBX, Apply Transform ON

11. Import in Unreal Engine


Result: SM_ObjectName, UCX_ObjectName, LOD1-3, ready to import



EXAMPLE 2: ASSET PACK FOR UNITY (50+ OBJECTS)


1. Import all meshes

2. Select all (A key)

3. Set Naming Convention β†’ "Unity"

4. Choose "Convex Hull" collision

5. Enable "Auto Organize" β†’ By Type

6. Click "Create Collision"

7. Bulk Export β†’ FBX, Embed Textures ON

8. Import folder into Unity


Result: 50 properly named assets with collisions, organized, exported



EXAMPLE 3: ENVIRONMENT PIECE WITH LODs


1. Create high-poly environment asset

2. Set Naming Convention β†’ Your engine

3. Enable "Rename Source to LOD0"

4. Create collision (Mesh type for accuracy)

5. Generate 4 LOD levels (0.75, 0.5, 0.25, 0.1)

6. Organize By Object

7. Review each LOD in isolation

8. Bulk Export with Apply Transform


Result: Complete environment asset with collision and 5 LOD levels



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SYSTEM REQUIREMENTS

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MINIMUM:

β€’ Blender 4.0 or higher

β€’ Windows 7 / macOS 10.13 / Ubuntu 18.04 (or equivalent)

β€’ 4GB RAM

β€’ 100MB free disk space


RECOMMENDED:

β€’ Blender 4.2 or higher

β€’ Windows 10/11 / macOS 12+ / Ubuntu 22.04+

β€’ 8GB RAM or more

β€’ Dedicated GPU (NVIDIA/AMD)

β€’ SSD for faster exports



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SUPPORT & UPDATES

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EMAIL SUPPORT: [email protected]

WEBSITE: https://www.nullstation.co


Response time: Within 24-48 hours


Updates: Delivered via email to registered users

Update policy: Lifetime free updates



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LICENSE

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Single-user license. Commercial use allowed.

See LICENSE.txt for complete terms.


Copyright (c) 2026 Null Station. All rights reserved.


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Details
Rating
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Published 9 months ago
Blender Version 4.2 - 5.0
Extension Type N/A
Render Engine Used Cycles, Eevee
License Mit