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GRLE Schema

The GRLE Schema defines technical specifications for Farming Simulator's internal image layers and rendering parameters. This configuration controls how Maps4FS generates various game-critical information layers that manage gameplay mechanics, collision detection, and visual effects.

⚠️ Farming Simulator 25

File Location

The GRLE schema is located in your Data Directory:

📁 Data Directory/
└── 📂 templates/
    └── 📄 fs25-grle-schema.json  ← GRLE layer definitions

⚠️ Customization Policy: Customize With Caution

Customization Risks

  • GRLE schema can be customized, but only if you understand FS/GE layer requirements

  • Invalid values can break generation or produce unusable maps

  • Not every layer should be changed - many are engine-sensitive technical layers

  • Always back up your schema before editing

When Customization Makes Sense

  • Template-specific workflows (for example custom multifruit templates)

  • Advanced compatibility adjustments required by a specific map template

  • Controlled experiments where you can validate results in Giants Editor

Extended Foliage Example (Supported Use Case)

  • If your template uses extended foliage types, densityMap_fruits.png may need data_type: "uint16"

  • In this mode, Maps4FS can update map.i3d foliage layer channel settings to match extended foliage usage

  • This enables values beyond uint8 limits for foliage states/types

  • Use this only with templates that are prepared for extended foliage

Schema Purpose

The GRLE schema serves as Maps4FS internal configuration for generating Farming Simulator-compatible layer files:

Information Layers Defined

  • Environment data - Environmental conditions and effects

  • Farmland boundaries - Property and ownership definitions

  • Field types - Crop compatibility and field classifications

  • Indoor masks - Building and structure interior detection

  • Lime levels - Soil acidity and treatment requirements

  • Navigation collision - AI pathfinding and movement restrictions

  • Placement collision - Object placement validation and constraints

  • And many more technical layers...

Schema Structure

Each layer definition includes precise technical parameters:

Technical Parameters

  • name: Output filename for the generated layer

  • height_multiplier: Vertical resolution scaling factor

  • width_multiplier: Horizontal resolution scaling factor

  • channels: Color channel count (1=grayscale, 3=RGB, 4=RGBA)

  • data_type: Binary data format specification

Multiplier Impact

  • 2.0: Double resolution (higher detail, larger files)

  • 1.0: Standard resolution (balanced quality/size)

  • 0.5: Half resolution (lower detail, smaller files)

  • 0.25: Quarter resolution (minimal detail, compact files)

Layer Categories

Gameplay Mechanics

  • infoLayer_farmlands.png - Property and ownership boundaries

  • infoLayer_fieldType.png - Crop planting restrictions and field types

  • infoLayer_limeLevel.png - Soil pH and treatment requirements

Physics & Collision

  • infoLayer_navigationCollision.png - AI movement pathfinding data

  • infoLayer_placementCollision.png - Object placement validation

  • infoLayer_indoorMask.png - Interior space detection

Environmental Systems

  • infoLayer_environment.png - Weather and environmental effects

  • Various seasonal and weather-related data layers

Technical Rendering

  • Multiple specialized layers for graphics engine optimization

  • Internal FS25 rendering pipeline requirements

  • Performance optimization parameters

Integration with Maps4FS

Automatic Processing

Maps4FS uses GRLE schema to:

  • Generate required layers automatically during map creation

  • Apply correct resolutions based on multiplier settings

  • Ensure compatibility with FS25 engine requirements

  • Optimize file sizes while maintaining quality standards

No User Intervention Required

  • Transparent by default - most users don't need to touch GRLE schema

  • Automatic optimization - Maps4FS handles standard cases

  • Advanced mode available - expert users can customize with caution

Why This Schema Exists

Evolution

  • New rendering engine requires precise layer specifications

  • Enhanced gameplay features need additional data layers

  • Performance optimization demands exact technical parameters

  • Compatibility assurance prevents game crashes and errors

Maps4FS Adaptation

  • Engine compliance - Ensures generated maps work with FS25

  • Quality consistency - Maintains standard across all generated maps

  • Future-proofing - Allows adaptation to FS25 updates and changes

Technical Background

GRLE Format

  • Proprietary format used by Giants Engine (FS25's game engine)

  • Optimized compression for game performance

  • Multi-channel support for complex data storage

  • Resolution flexibility for different detail requirements

Generation Pipeline

  1. Maps4FS processes terrain and feature data

  2. Schema defines output specifications for each layer

  3. Engine converts data to GRLE format with correct parameters

  4. FS25 loads generated layers for gameplay functionality

Best Practices

Safe Customization Approach

  • Start from defaults and modify only what you must

  • Change one field at a time and test generation after each change

  • Validate output in Giants Editor before using results in production

  • Keep schema backups so rollback is immediate

  • Focus on inputs first (DEM/OSM/textures), then adjust schema only when needed

Troubleshooting Strategy

  • GRLE problems: Check input data (DEM, OSM) for corruption

  • Generation failures: Verify template integrity and file permissions

  • Compatibility issues: Ensure using the latest Maps4FS version

⚠️ Support Policy

Support Scope for Custom Configurations

  • Default schema path has full support

  • Custom schema path is supported on a best-effort basis

  • Template-specific customizations may require user-side validation and iteration

  • If issues occur, first retry with default schema to isolate the problem

  • Use defaults first for reliability

  • Customize with caution only for clear use cases (e.g. extended foliage uint16)

  • Document your changes so they can be reproduced and reviewed

  • Report bugs with both default and customized behavior details

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