Staredit Network > Forums > Modding Discussion > Topic: GRP Tools Blender Addon
GRP Tools Blender Addon
Aug 8 2025, 1:34 am
By: Solstice245  

Aug 8 2025, 1:34 am Solstice245 Post #1



I'm pleased to present my work on a Blender addon that aims to create a seamless experience for artists that want to create custom graphics for their 1.16 mods.

You can download or clone the repository here at GRP Tools on GitLab. The README provides basic info on dependencies, installation, and usage.

Basic capabilities include:
  • You can instruct Blender to render a range of frames with a given number of angles, and then it will instruct pyGRP to take the rendered frames and produce individual or multiple GRP files, all with a single click. No need to manually open a photo editor and convert the rendered images to the correct color palette and to manually open the pyGRP window and import/export.
  • For each GRP output you configure, you can assign a preset transformation. This is primarily for automatically layering generic Zerg birth and mutation graphics.
  • For each GRP output you configure, you can define a list of overlay files for it to produce when rendering, which each consist of a list of points that can use the pixel location of an object to define them. For example, you can create a functional overlay for projectile launch points by merely putting an empty object on the end of a gun's barrel.
  • You can also instruct Blender to render a range of frames, and then have it instruct Smacker Tools to take the rendered frames and produce individual or multiple SMK files, all with a single click. And again, no need to manually convert color palettes or open the Smacker Tools window to manually convert an individual file or sequence of images to an SMK file.

Frankly, I have no idea how many people in the StarEdit community use Blender to make custom unit or portrait graphics, but these tools have been immensely helpful for me, so I hope others will find use for it as well!

Post has been edited 1 time(s), last time on Aug 8 2025, 1:44 am by Solstice245.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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