Legacy Background Terrain
For Farming Simulator 25, Maps4FS now automatically generates ready-to-use i3d files! See the new automated Background Terrain guide instead.
Use this guide only if:
You prefer manual control over the process
You need custom quality settings not available in automation
How to create a background terrain
πΉ Check out the video version of this tutorial.
To create a background terrain for your Farming Simulator map, you need to open the *.obj files containing the terrain data, apply the generated satellite images as textures, and export the results to the *.i3d format.
βΉοΈ This tutorial assumes that you have already generated your map with satellite images.
Let's get straight to work:
Download and install Blender.
Download and install the Blender Exporter Plugins from the official Giants Software website.
Activate the
Blender Exporter Pluginsin Blender.Now you can import the
*.objfile. Go toFileβImportβWavefront (.obj)and select your*.objfile.
Select the imported object, right-click on it, and click
Set OriginβOrigin to Geometry.
Click on the arrow icon or press the
Nkey.
In the
Itemtab, change theLocation[2] to0, 0, 0and theRotation[3] to0, 0, 0. Set theDimensions[4] of the background terrain in meters. This is calculated as map size + 2048 Γ 2. For example, if your map size is 4096Γ4096, the terrain size should be 8192Γ8192.
Switch to the
Viewtab and change theEndvalue to100000or similar. This ensures the terrain remains visible and doesn't partially disappear.
Now we need to add a
Modifierto the terrain. Click on theModifierstab, then clickAdd Modifier.
In the dropdown menu, select the
Decimatemodifier.
Now adjust the
Ratiovalue. This determines how much the terrain will be simplified. Lower values create more simplified terrain. Depending on your terrain, a good starting point is around0.05or lower. Remember, this is background terrain that's barely visible in-game, so quality doesn't matter much. More simplified terrain consumes fewer resources.
Select the object, right-click on it, and select
Shade Smooth. This will automatically smooth the terrain. Note that it may not work perfectly, so you might need to undo (Ctrl + Z), adjust theDecimatemodifier value, and try again. Remember: it's background terrain, so it doesn't need to be perfect.
The object should now look more terrain-like with Shade Smooth applied.
It's time to add a material to the terrain. Click on the
Material Propertiestab, then click theNewbutton.
Go to the
Surfacesection, click on theBase ColorCIRCLE (not the color itself), and select theImage Texture. Provide the path to the satellite image you want to use as a texture.
Go to the
Emissionsection, click on theColorTHE COLOR ITSELF (not the circle), and select completely black. Otherwise, you won't be able to see the material in Giants Editor.
Open the
UV Editingtab, and in the right viewport change the view toTopby pressing7on the numpad or holding theZkey and selectingTop.
Ensure the texture has correct orientation relative to the terrain. If not, rotate the texture image before proceeding. After confirming the texture is correctly oriented, switch to the right viewport and select everything by pressing
A. Everything on the right side should be selected (orange). Press theUkey and select one of theUnwrapoptions. The recommended option isProject from View (bounds), which projects the texture from your current view. Note: this should be done inTopview, otherwise the texture may be projected incorrectly.
Return to the
Layouttab, press and holdZ, and selectMaterial Preview. You should see the terrain with the texture applied. You can now adjust the object scale in theTransformtab. Note that you can also do this later in Giants Editor.
Cutting Out the Map Center
The generator can now remove the center from the mesh automatically. Ensure that Background Settings β Remove center is enabled.
Exporting the Object
It's time to export our object as an
*.i3dfile. Open the side panel by pressingNand select theGIANTS I3D Exportertab. If you can't see it, you either didn't install theBlender Exporter Plugins(step 2) or didn't activate them (step 3).
Ensure the object is selected [1], specify the output file path [3], and click the Export selected button [4]. You can also use Export all, but make sure you don't have other objects in the scene (Blender adds a camera, light source, and cube by default).
How to Import Background Terrain into Giants Editor
At this point, you should have *.i3d files with your background terrain. Now let's import them into Giants Editor.
βΉοΈ This tutorial assumes you have already generated your map, downloaded satellite images, and created background terrain as described in the previous steps.
Here's what you need to do:
Download and install Giants Editor from the official website: https://gdn.giants-software.com/downloads.php.
Open your main map file (usually
map/map.i3d).Click the
Filemenu and selectImport..., then choose your*.i3dfile with the background terrain.
If you can't see the texture on the terrain after import, you need to add it manually. Open the
Material Editingpanel (if not visible, clickWindowmenu and selectMaterial Editing) and ensure you've selected the correct object in theScenegraphpanel. Find theAlbedo mapand click the...button to select the terrain texture.
The new window will appear, click on the
...button and select the texture for the terrain.
If you haven't converted the textures to
.ddsformat, you'll see a warning message askingConvert now?. ClickYesto convert the texture to.ddsformat.
You should now be able to see the texture on the terrain.
If you used the method to cut out the map center from the previous tutorial, you only need to adjust the
Translate YandScale Yvalues, which will differ for each terrain.
βΉοΈ These examples were added later, so they contain different untextured terrain - don't be alarmed!
And it should be perfectly aligned with the rest of the map.
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