In this section, we will discuss the structure of the map files and directories after using the generator.
The name of the archive (folder) but default contains the following information:
- FS25: Game name (Farming Simulator 25 or Farming Simulator 22)
- Latitude: Latitude of the center of the map (45.28571)
- Longitude: Longitude of the center of the map (20.23743)
- Date: Date of the map creation (2024-12-10)
- Time: Time of the map creation (23-43-55)
This directory contains components for creating the background terrain of the map. PNG images are just DEM files and the OBJ files were generated based on these DEM files. You can safely remove the PNG files if you don't need them.
You can use the FULL.obj
file for the whole background terrain. You need to cut out the center for the actual terrain using this tutorial.
This directory mostly for internal use to store some data between different components. At the moment only one component - Texture
stores here the generation data in JSON format.
At the moment, it's completely safe to remove this directory if you don't need to store any generation data.
This file contains a list of textures which associated with InfoLayers, so at the moment it's only for fields. It's a simple lists of coordinates of Polygons which represents the field on maps. This list is being used by the I3d
component to generate the actual fields in the map.
{
"fields": [
[
[
458,
580
],
[
390,
758
],
...
]
...
]
...
}
This file can be safely removed if you don't need to generate fields on the map.
This directory contains the actual map files. Let's talk about each component in more details.
This directory contains XML files for the map configuration. We won't cover all of them here, but here are the most important one:
farmLands.xml
: Contains the information about the farm lands on the map.
You MUST fill out this file with data corresponding to the farmlands
InfoLayer in Giants Editor, otherwise you won't be able yo buy the lands in the game.
<farmlands infoLayer="farmlands" pricePerHa="60000">
<farmland id="1" priceScale="1" npcName="FORESTER" />
<farmland id="2" priceScale="1" npcName="GRANDPA" />
</farmlands>
So, the keys here are kinda obvious, if you want to change the global price for the lands, you can do it in the pricePerHa
attribute. The farmland
tag contains the information about the lands. The id
attribute is the ID of the land, the priceScale
is the multiplier for the price of the land, and the npcName
is the name of the NPC who owns the land.
Learn more about this file in the Farmlands section.
This is the most important directory in the map structure. It contains all the textures, DEM and InfoLayer images. Basically, if any file is missing here, the map will crash when try opening it in the Giants Editor.
Those files represent the textures on the map, read more about them in the Textures section.
Those images represent the InfoLayers on the map, such as fields, farmlands, etc. Actually, you don't need to know anything about the files themvselves, since the generator will handle them for you, but you definetely need to edit those InfoLayers in the Giants Editor at least to create the FarmLands.
In this directory you will find two (for FS25) images, that are related to the DEM of the map: the dem.png
and the unprocessedHeightMap.png
. The first one is the actual data that is used for terrain in Giants Editor (and the game itself), and the second one is just this data in the initial state (before any changes were made). So you don't even need to know about the second file, but the first one is crucial for the map.
NOTE: In Farming Simulator 22 the second file (unprocessedHeightMap.png
) does not exist, it's only available in Farming Simulator 25.
This component of the map is very important, so it's better to learn more about it in the DEM section.
This is the main file of your map, actually, it's the map itself. But usually you don't need to edit it manually, since the generator will prepare everything for you and later you can just use the Giants Editor to edit the map.
But, if you need to edit it, remember that it's just an XML file, so you can open it with any text editor, even with the ordinary Notepad.
This file contains paths to different components of the actual map and again, usually, you don't need to edit it manually. And if you need, it's supposed that you know what you're doing.
This file will be used as a in-game map, you can find a detailed explanation in the Overview section of README.
This directory contains different files that were generated just for preview purposes. You can safely remove them if you don't need them or maybe you can use them for some other tasks.
In this directory you'll find a bunch of Python scripts that can be used in QGIS to download images for your ROI (region of interest). Detailed tutorial for this task you can find in the Download satellite images section.
In this file the generator stores all the information about the map generation process. It can be very helpful if you have access to different sources of data (e.g. DEM or Satellite imagery) and you want to download this data for specific ROI and so on. You'll find the detailed explanation of all the fields in the Generation Info section of README.
We would not call Captain Obvious here for the rescue.
The first one is mod icon, with size of 256x256 (for FS22) or 512x512 (for FS25) pixels, and the second one is the preview image of the map, with size of 2048x2048 pixels. Both of them are in *.dds format, so it may be helpful for you to check out the Resources section of README, you'll find link to free converter there.
Yes, it's a description of your mod, something like name, description, author and so on. You'll find a lot of information about this file in Google.
📦FS25_45_28571_20_23743_2024-12-10_23-43-55
┣ 📂background
┃ ┣ 📄FULL.obj
┃ ┗ 📄FULL.png
┣ 📂info_layers
┃ ┗ 📄textures.json
┣ 📂map
┃ ┣ 📂config
┃ ┃ ┣ 📄aiSystem.xml
┃ ┃ ┣ 📄collectibles.xml
┃ ┃ ┣ 📄colorGrading.xml
┃ ┃ ┣ 📄colorGradingNight.xml
┃ ┃ ┣ 📄environment.xml
┃ ┃ ┣ 📄farmlands.xml
┃ ┃ ┣ 📄fieldGround.xml
┃ ┃ ┣ 📄fields.xml
┃ ┃ ┣ 📄footballField.xml
┃ ┃ ┣ 📄handTools.xml
┃ ┃ ┣ 📄items.xml
┃ ┃ ┣ 📄pedestrianSystem.xml
┃ ┃ ┣ 📄placeables.xml
┃ ┃ ┣ 📄storeItems.xml
┃ ┃ ┣ 📄trafficSystem.xml
┃ ┃ ┣ 📄vehicles.xml
┃ ┃ ┗ 📄weed.xml
┃ ┣ 📂data
┃ ┃ ┣ 📄asphalt01_weight.png
┃ ┃ ┣ 📄asphalt02_weight.png
┃ ┃ ┣ 📄asphaltCracks01_weight.png
┃ ┃ ┣ 📄asphaltCracks02_weight.png
┃ ┃ ┣ 📄asphaltDirt01_weight.png
┃ ┃ ┣ 📄asphaltDirt02_weight.png
┃ ┃ ┣ 📄asphaltDusty01_weight.png
┃ ┃ ┣ 📄asphaltDusty02_weight.png
┃ ┃ ┣ 📄asphaltGravel01_weight.png
┃ ┃ ┣ 📄asphaltGravel02_weight.png
┃ ┃ ┣ 📄asphaltTwigs01_weight.png
┃ ┃ ┣ 📄asphaltTwigs02_weight.png
┃ ┃ ┣ 📄concrete01_weight.png
┃ ┃ ┣ 📄concrete02_weight.png
┃ ┃ ┣ 📄concreteGravelSand01_weight.png
┃ ┃ ┣ 📄concreteGravelSand02_weight.png
┃ ┃ ┣ 📄concretePebbles01_weight.png
┃ ┃ ┣ 📄concretePebbles02_weight.png
┃ ┃ ┣ 📄concreteShattered01_weight.png
┃ ┃ ┣ 📄concreteShattered02_weight.png
┃ ┃ ┣ 📄dem.png
┃ ┃ ┣ 📄densityMap_fruits.gdm
┃ ┃ ┣ 📄densityMap_ground.gdm
┃ ┃ ┣ 📄densityMap_groundFoliage.gdm
┃ ┃ ┣ 📄densityMap_height.gdm
┃ ┃ ┣ 📄densityMap_stones.gdm
┃ ┃ ┣ 📄densityMap_weed.gdm
┃ ┃ ┣ 📄forestGrass01_weight.png
┃ ┃ ┣ 📄forestGrass02_weight.png
┃ ┃ ┣ 📄forestLeaves01_weight.png
┃ ┃ ┣ 📄forestLeaves02_weight.png
┃ ┃ ┣ 📄forestNeedels01_weight.png
┃ ┃ ┣ 📄forestNeedels02_weight.png
┃ ┃ ┣ 📄forestRockRoots01.png
┃ ┃ ┣ 📄forestRockRoots02.png
┃ ┃ ┣ 📄grass01_weight.png
┃ ┃ ┣ 📄grass01_weight_preview.png
┃ ┃ ┣ 📄grass02_weight.png
┃ ┃ ┣ 📄grassClovers01_weight.png
┃ ┃ ┣ 📄grassClovers02_weight.png
┃ ┃ ┣ 📄grassCut01_weight.png
┃ ┃ ┣ 📄grassCut02_weight.png
┃ ┃ ┣ 📄grassDirtPatchy01_weight.png
┃ ┃ ┣ 📄grassDirtPatchy01_weight_preview.png
┃ ┃ ┣ 📄grassDirtPatchy02_weight.png
┃ ┃ ┣ 📄grassDirtPatchyDry01_weight.png
┃ ┃ ┣ 📄grassDirtPatchyDry02_weight.png
┃ ┃ ┣ 📄grassDirtStones01_weight.png
┃ ┃ ┣ 📄grassDirtStones02_weight.png
┃ ┃ ┣ 📄grassFreshMiddle01_weight.png
┃ ┃ ┣ 📄grassFreshMiddle02_weight.png
┃ ┃ ┣ 📄grassFreshShort01_weight.png
┃ ┃ ┣ 📄grassFreshShort02_weight.png
┃ ┃ ┣ 📄grassMoss01_weight.png
┃ ┃ ┣ 📄grassMoss02_weight.png
┃ ┃ ┣ 📄gravel01_weight.png
┃ ┃ ┣ 📄gravel02_weight.png
┃ ┃ ┣ 📄gravelDirtMoss01_weight.png
┃ ┃ ┣ 📄gravelDirtMoss02_weight.png
┃ ┃ ┣ 📄gravelPebblesMoss01_weight.png
┃ ┃ ┣ 📄gravelPebblesMoss02_weight.png
┃ ┃ ┣ 📄gravelPebblesMossPatchy01_weight.png
┃ ┃ ┣ 📄gravelPebblesMossPatchy02_weight.png
┃ ┃ ┣ 📄gravelSmall01_weight.png
┃ ┃ ┣ 📄gravelSmall02_weight.png
┃ ┃ ┣ 📄infoLayer_environment.png
┃ ┃ ┣ 📄infoLayer_farmlands.png
┃ ┃ ┣ 📄infoLayer_fieldType.png
┃ ┃ ┣ 📄infoLayer_indoorMask.png
┃ ┃ ┣ 📄infoLayer_limeLevel.png
┃ ┃ ┣ 📄infoLayer_navigationCollision.png
┃ ┃ ┣ 📄infoLayer_placementCollision.png
┃ ┃ ┣ 📄infoLayer_placementCollisionGenerated.png
┃ ┃ ┣ 📄infoLayer_plowLevel.png
┃ ┃ ┣ 📄infoLayer_rollerLevel.png
┃ ┃ ┣ 📄infoLayer_sprayLevel.png
┃ ┃ ┣ 📄infoLayer_stubbleShredLevel.png
┃ ┃ ┣ 📄infoLayer_tipCollision.png
┃ ┃ ┣ 📄infoLayer_tipCollisionGenerated.png
┃ ┃ ┣ 📄infoLayer_weed.png
┃ ┃ ┣ 📄mudDark01_weight.png
┃ ┃ ┣ 📄mudDark01_weight_preview.png
┃ ┃ ┣ 📄mudDark02_weight.png
┃ ┃ ┣ 📄mudDarkGrassPatchy01_weight.png
┃ ┃ ┣ 📄mudDarkGrassPatchy02_weight.png
┃ ┃ ┣ 📄mudDarkMossPatchy01_weight.png
┃ ┃ ┣ 📄mudDarkMossPatchy02_weight.png
┃ ┃ ┣ 📄mudLeaves01_weight.png
┃ ┃ ┣ 📄mudLeaves02_weight.png
┃ ┃ ┣ 📄mudLight01_weight.png
┃ ┃ ┣ 📄mudLight01_weight_preview.png
┃ ┃ ┣ 📄mudLight02_weight.png
┃ ┃ ┣ 📄mudPebbles01_weight.png
┃ ┃ ┣ 📄mudPebbles02_weight.png
┃ ┃ ┣ 📄mudPebblesLight01_weight.png
┃ ┃ ┣ 📄mudPebblesLight02_weight.png
┃ ┃ ┣ 📄mudTracks01_weight.png
┃ ┃ ┣ 📄mudTracks02_weight.png
┃ ┃ ┣ 📄pebblesForestGround01_weight.png
┃ ┃ ┣ 📄pebblesForestGround02_weight.png
┃ ┃ ┣ 📄rock01_weight.png
┃ ┃ ┣ 📄rock02_weight.png
┃ ┃ ┣ 📄rockFloorTiles01_weight.png
┃ ┃ ┣ 📄rockFloorTiles02_weight.png
┃ ┃ ┣ 📄rockFloorTilesPattern01_weight.png
┃ ┃ ┣ 📄rockFloorTilesPattern02_weight.png
┃ ┃ ┣ 📄rockForest01_weight.png
┃ ┃ ┣ 📄rockForest02_weight.png
┃ ┃ ┣ 📄rockyForestGround01_weight.png
┃ ┃ ┣ 📄rockyForestGround02_weight.png
┃ ┃ ┣ 📄sand01_weight.png
┃ ┃ ┣ 📄sand01_weight_preview.png
┃ ┃ ┣ 📄sand02_weight.png
┃ ┃ ┗ 📄unprocessedHeightMap.png
┃ ┣ 📄map.i3d
┃ ┣ 📄map.i3d.shapes
┃ ┣ 📄map.xml
┃ ┗ 📄overview.dds
┣ 📂previews
┃ ┣ 📄background_dem.png
┃ ┣ 📄background_dem.stl
┃ ┣ 📄dem_colored.png
┃ ┣ 📄dem_grayscale.png
┃ ┗ 📄textures_osm.png
┣ 📂scripts
┃ ┣ 📄background_bbox.py
┃ ┣ 📄background_point.py
┃ ┣ 📄background_rasterize.py
┃ ┣ 📄config_bbox.py
┃ ┣ 📄config_point.py
┃ ┗ 📄config_rasterize.py
┣ 📄generation_info.json
┣ 📄icon.dds
┣ 📄modDesc.xml
┗ 📄preview.dds