Terrain Editing daily updates while waiting for Giants Editor v10 release
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Hmmm thats strange
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
I have not, ran out of time today.
Do you know how to get the culling properties adjusted in GE10?
Do you know how to get the culling properties adjusted in GE10?
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Nope… its strange, you can point with the camera to the center while you edit the map but thats an almost torture lol
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
So is the consensus that we cannot use decimal point unitsPerPixel values? My terrain loaded blurry with "unitsPerPixel="2.5"" and loaded fine with "unitsPerPixel="2"."
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Today my goal is to give another go at large terrain editing in Giants Editor v10.0.2 even though I exhausted all efforts couple of days ago.
I want to figure out does mapUS vs mapEU make a difference, if so why, also I want to see if the old large terrain setup script from FS19/FS22 still works as Antler22 reported it doesn't (the code pasted here), also while it doesn't exactly solve anything on specific terrain settings I want to come up with a new FS25 "how to create terrain template from scratch" bat file, like I've had in FS19 and FS22, just change terrain class name, run the bat and source files are done, ready for GE loading.
Would be also good idea to start documenting those config values and GDM/GRLE/weight image pixel resolution combinations, over the years I've seen so many people asking and being confused about them.
Wasn't planning on this but the yesterdays discussion here gave me hope and motivation to give another try. I'll try not to post play-by-play during the day but perhaps some major breakthroughs are worth a reply. Tonight when its all over I'll post a summary report here.
Hopefully it will be glorious large terrain editing studies day again, I cant wait
I want to figure out does mapUS vs mapEU make a difference, if so why, also I want to see if the old large terrain setup script from FS19/FS22 still works as Antler22 reported it doesn't (the code pasted here), also while it doesn't exactly solve anything on specific terrain settings I want to come up with a new FS25 "how to create terrain template from scratch" bat file, like I've had in FS19 and FS22, just change terrain class name, run the bat and source files are done, ready for GE loading.
Would be also good idea to start documenting those config values and GDM/GRLE/weight image pixel resolution combinations, over the years I've seen so many people asking and being confused about them.
Wasn't planning on this but the yesterdays discussion here gave me hope and motivation to give another try. I'll try not to post play-by-play during the day but perhaps some major breakthroughs are worth a reply. Tonight when its all over I'll post a summary report here.
Hopefully it will be glorious large terrain editing studies day again, I cant wait

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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Thats good news snake! Glad to hear you will give GE10 another chance! 

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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Just having a mid-day lunch break, thought to give an update.
I spent way too long in the morning being fancy and creating my source file bat, tried to make graphicsmagick to auto generate GDM, GRLE and weight images for me, it didn't go my way yet some RGB vs Grayscale 8-bit issue which I'll figure out later. Then continued to create brand new mapEU sourced 4km terrain, got it in-game and error free, been there done that.
Then didn't copy-paste the 4km source dir but generated brand new 8.1km terrain using my new source file creator bat file, got it in-game after few goof-ups, it almost felt like I'm losing my focus as did few mistakes there in frustration with all this fs25 terrain stuff, but now this terrain is in-game, no errors no warnings. However there is an odd issue, ground in the roots level so to speak has this odd ruggedness, almost like random perlin noise was applied to the heightmap, I double checked and heightmap is all good RGB 20,20,20 flat.
Another update comes after my day is over.
I spent way too long in the morning being fancy and creating my source file bat, tried to make graphicsmagick to auto generate GDM, GRLE and weight images for me, it didn't go my way yet some RGB vs Grayscale 8-bit issue which I'll figure out later. Then continued to create brand new mapEU sourced 4km terrain, got it in-game and error free, been there done that.
Then didn't copy-paste the 4km source dir but generated brand new 8.1km terrain using my new source file creator bat file, got it in-game after few goof-ups, it almost felt like I'm losing my focus as did few mistakes there in frustration with all this fs25 terrain stuff, but now this terrain is in-game, no errors no warnings. However there is an odd issue, ground in the roots level so to speak has this odd ruggedness, almost like random perlin noise was applied to the heightmap, I double checked and heightmap is all good RGB 20,20,20 flat.
Another update comes after my day is over.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Thats great snake! Glad you started figuring how fs25 big terrains work
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
I don’t mean to take any wind out of your sails, but for a starter template I found this repository to be quite useful. The author took out 8km terrains recently and I’m not a fan of the OSM source data, but perhaps the process of generating files could be useful for you?
https://github.com/iwatkot/maps4fs
https://github.com/iwatkot/maps4fs
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Just wrapped up my editing day. I changed heightmap to silly 8192 x 8192 res and it caused the known 16gb RAM system out of memory crash. Also the ruggedness heightmap didn't go away even as I increased GDM/GRLE and weight image (even masks/ dir image) sizes.
BTW that ruggedness looks suspiciously like plowed ground in FS25, could it be that ground deformation (or whatever) somehow triggers that on at least in my terrain and I also seen several other people posting screenshots of "what are these jagged things in my ground??" type of questions.
So for tonight I'm done, I have nothing left to give to that terrain editing project. Seeing how things are overall now, I think I'm going to hit the breaks and slow down a lot, just sit back and watch as giants put out FS25 v1.3 update and possible new update for Giants Editor v10.
Hopefully there is some good news coming out soon from somewhere, otherwise on grand scheme of things I'm going back to FS19 and FS22 where things simply work.
BTW that ruggedness looks suspiciously like plowed ground in FS25, could it be that ground deformation (or whatever) somehow triggers that on at least in my terrain and I also seen several other people posting screenshots of "what are these jagged things in my ground??" type of questions.
So for tonight I'm done, I have nothing left to give to that terrain editing project. Seeing how things are overall now, I think I'm going to hit the breaks and slow down a lot, just sit back and watch as giants put out FS25 v1.3 update and possible new update for Giants Editor v10.
Hopefully there is some good news coming out soon from somewhere, otherwise on grand scheme of things I'm going back to FS19 and FS22 where things simply work.
Thanks I'll look into it.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
antler: the tool is great but i still prefer to use the classic method, feels more natural
Snake: yeah 8192x8192 is known to cause a lot of memory usage in fs25, but i hope that gets fixed someday
i dont know what "ruggedness" you are speaking about, but maybe i just didnt notice
its ok to slow down a bit, you have been researching a lot! lets hope that the 1.3 update brings lots of fixes
and when possible can you help me with the map files? sorry to insist but i got a lot of people expecting at least something from me and i dont want to let them down
i expect something from giants around mid december, if not maybe january but they just cant release a broken game and vanish, thats fraud
Snake: yeah 8192x8192 is known to cause a lot of memory usage in fs25, but i hope that gets fixed someday
i dont know what "ruggedness" you are speaking about, but maybe i just didnt notice
its ok to slow down a bit, you have been researching a lot! lets hope that the 1.3 update brings lots of fixes
and when possible can you help me with the map files? sorry to insist but i got a lot of people expecting at least something from me and i dont want to let them down
i expect something from giants around mid december, if not maybe january but they just cant release a broken game and vanish, thats fraud
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
While using "unitsPerPixel="2.5" I am also getting a weird "purpleish mirror" look to the terrain. This is odd... Hopefully different sized maps will work in FS25 eventually.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
that is what snake has been researching, for now... its complicated... 

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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Its like when you have a normal green grass ground texture, its SHAPED like plowed ground, it looks bizarre, like thousand small little 30cm bumbs in the ground.i dont know what "ruggedness" you are speaking about, but maybe i just didnt notice
Use ground detail texture mode to paint something and purpleish mirror bug should disappear.Runsliketurtle wrote: ↑2024-11-26 16:13:13 While using "unitsPerPixel="2.5" I am also getting a weird "purpleish mirror" look to the terrain. This is odd... Hopefully different sized maps will work in FS25 eventually.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
oh i get now what the ruggedness is!
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
I sort of resolved my view distances with help of ChatGPT. I still get a warning when running, but I can finally move around an 8km map and see everything so I'll live with the warning for now.
Warning is below..
Warning: Culling clip distance thresholds must be passed in ascending order, reverting to default values.
Admin edit: code tags.
Code: Select all
-- Author:Snakeman/Antler22
-- Name:Setup_8km_terrain
-- Namespace: local
-- Description:
-- Icon:iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAABHNCSVQICAgIfAhkiAAAAKNJREFUOI3NkrENgzAQRR+IgiI01AyTGgbIHMzAFIgqm1BklpQpGMDQgHR8jE2DlC9Z8tf9+2ffHfwTvsBkTi3xUeI9QGYED6AAkpMCT3N3QA6QiigB5shLnc1Tg5jJLlnRCFcTJ7w8M7LYelRdEd+CrXJ3RTwK1z9rT7RnTIFkn8kb/CMJjeowYhUG5+wzsWvbs67nihb4GV4DL8M/wBApFscCKtIfVGZymAcAAAAASUVORK5CYIIAAAAAAAAAAAAAAACHQz+sAAoAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIVDPawATwCAAAAAAAAAAACEQzysABIAgAAAAAAAAAAAm0MzrABQAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACZQzGsAFEAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJ9DN6wAUgCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAnUM1rABTAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACTQyusAFQAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJFDKawAVQCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAl0MvrAALAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACVQy2sAFcAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKtDI6wAWACAAAAAAAAAAACqQyKsABQAgAAAAAAAAAAAqUMhrABZAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACvQyesAFoAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAK1DJawAWwCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAo0NbrABcAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAChQ1msAF0AgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKdDX6wADACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAApUNdrABfAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC7Q1OsAGAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALlDUawAYQCAAAAAAAAAAAC4Q1CsABYAgAAAAAAAAAAAv0NXrABiAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC9Q1WsAGMAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALNDS6wAZACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAsUNJrABlAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC3Q0+sAA0AiA==
-- Hide: no
-- AlwaysLoaded: yes
setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 8, 4);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 32, 16, 8);
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64, 32, 16);
Warning: Culling clip distance thresholds must be passed in ascending order, reverting to default values.
Admin edit: code tags.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Thank you very much Antler22, appreciated.
Hmm I'm looking at the error, ascending order, hmm try this:
Just a wild guess, easy change if it would work.
Hmm I'm looking at the error, ascending order, hmm try this:
Code: Select all
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64, 32, 16);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 32, 16, 8);
setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 8, 4);
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Awesome! thanks antler for sharing!
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Sort of off topic, but do any of you have tips to smooth a rough DEM? besides manually smoothing using giants terrain smooth tool.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Take it into GIMP and apply a Gaussian blur to the png image. Depending on map size and other factors, 5-10 oughta do it. Alternatively, find a better DEM sourceRunsliketurtle wrote: ↑2024-11-27 17:21:11 Sort of off topic, but do any of you have tips to smooth a rough DEM? besides manually smoothing using giants terrain smooth tool.

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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
You could run it through GIMP gaussian blur or whatever the feature was called, but that is tricky thing, it might not be possible to inject subtle enough blur. Is this the heightmap I got for you, SRTM 30m resolution?
BTW if you had the terrain's dev topic in PMC forum please reply there, or if not then feel free to open one.
Edit: dang it, Antler22 is too fast!
BTW if you had the terrain's dev topic in PMC forum please reply there, or if not then feel free to open one.
Edit: dang it, Antler22 is too fast!

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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Negative, each line throws the warning individually, so it's within each property. ChatGPT couldn't figure it out either without guessing and checking like I would've done.Snake Man wrote: ↑2024-11-27 17:14:17 Thank you very much Antler22, appreciated.
Hmm I'm looking at the error, ascending order, hmm try this:Just a wild guess, easy change if it would work.Code: Select all
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64, 32, 16); setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 32, 16, 8); setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 8, 4);
"Warning: Culling clip distance thresholds must be passed in ascending order, reverting to default values.Warning: Culling clip distance thresholds must be passed in ascending order, reverting to default values.Warning: Culling clip distance thresholds must be passed in ascending order, reverting to default values."
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
FixedSnake Man wrote: ↑2024-11-27 17:14:17 Thank you very much Antler22, appreciated.
Hmm I'm looking at the error, ascending order, hmm try this:Just a wild guess, easy change if it would work.Code: Select all
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64, 32, 16); setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 32, 16, 8); setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 8, 4);
Code: Select all
-- Author:Snakeman/Antler22
-- Name:Setup_8km_terrain
-- Namespace: local
-- Description:
-- Icon:iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAABHNCSVQICAgIfAhkiAAAAKNJREFUOI3NkrENgzAQRR+IgiI01AyTGgbIHMzAFIgqm1BklpQpGMDQgHR8jE2DlC9Z8tf9+2ffHfwTvsBkTi3xUeI9QGYED6AAkpMCT3N3QA6QiigB5shLnc1Tg5jJLlnRCFcTJ7w8M7LYelRdEd+CrXJ3RTwK1z9rT7RnTIFkn8kb/CMJjeowYhUG5+wzsWvbs67nihb4GV4DL8M/wBApFscCKtIfVGZymAcAAAAASUVORK5CYIIAAAAAAAAAAAAAAACHQz+sAAoAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIVDPawATwCAAAAAAAAAAACEQzysABIAgAAAAAAAAAAAm0MzrABQAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACZQzGsAFEAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJ9DN6wAUgCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAnUM1rABTAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACTQyusAFQAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJFDKawAVQCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAl0MvrAALAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACVQy2sAFcAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKtDI6wAWACAAAAAAAAAAACqQyKsABQAgAAAAAAAAAAAqUMhrABZAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACvQyesAFoAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAK1DJawAWwCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAo0NbrABcAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAChQ1msAF0AgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKdDX6wADACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAApUNdrABfAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC7Q1OsAGAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALlDUawAYQCAAAAAAAAAAAC4Q1CsABYAgAAAAAAAAAAAv0NXrABiAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC9Q1WsAGMAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALNDS6wAZACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAsUNJrABlAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAC3Q0+sAA0AiA==
-- Hide: no
-- AlwaysLoaded: no
setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 4, 8, 16);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 8, 16, 32);
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 32, 64);
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
I think mapUS has a lot more ground textures than mapEU
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Now that I have Giants Editor v10.0.3 installed in my Gaming computer decided to give large terrains one more go. Did the file -> new mod from game, selected mapUS. Then went through all the usual shuffle to basically make GDM/GRLE/weight image sizes twice than originals, I kept heightmap same 2048 res though, it works fine for PMC Super Six 6km in FS22 so should work here too. I loaded it up the first time in GE and was utterly disappointed to immediately see the ground detail texture low resolution blur effect 
I don't know man, my skills are tapped out, I have no idea what the hell could I try out anymore, unitsPerPixel="3" and ground textures stop working. Same as Runsliketurtle reported earlier about 2.5 value.
Going to try the heightmap resizing option, just in case 4096 res would work any better, that would be then 1.5 which definitely should flip off unitsPerPixel, but I got to try.
I'm not even going to post another time today to report if it failed, there is no point. If it now fails, maybe I'll try something else to test on but most likely I'll just wrap up my attempts of FS25 editing, there is just no point if everything that was cool in FS19 and FS22 is now broken with expense of some piece of manure ground deformation.
Hey who knows, maybe this is the magical moment of "its always darkest before the dawn..."

I don't know man, my skills are tapped out, I have no idea what the hell could I try out anymore, unitsPerPixel="3" and ground textures stop working. Same as Runsliketurtle reported earlier about 2.5 value.
Going to try the heightmap resizing option, just in case 4096 res would work any better, that would be then 1.5 which definitely should flip off unitsPerPixel, but I got to try.
I'm not even going to post another time today to report if it failed, there is no point. If it now fails, maybe I'll try something else to test on but most likely I'll just wrap up my attempts of FS25 editing, there is just no point if everything that was cool in FS19 and FS22 is now broken with expense of some piece of manure ground deformation.
Hey who knows, maybe this is the magical moment of "its always darkest before the dawn..."

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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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- Lt Colonel
- Posts: 256
- Joined: 2022-05-31 13:04:27
- Gaming Interests: Farming Simulator
- Editing Interests: Terrains
- Location: somewhere in Argentina
Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
yeah i hope its that dark before the dawn moment, otherwise we are quite fucked
AFB
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- Commander-In-Chief
- Posts: 9784
- Joined: 2000-07-31 22:01:01
- Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
- Editing Interests: All, I (try) to edit everything.
- Location: PMC
Re: Terrain Editing daily updates while waiting for Giants Editor v10 release
Update time for Farming Simulator 25 (FS25), wrote brand new Giants Broke Large Terrains FS25 page. It was meant to be as a short summary but somehow turned out to be another wall of text. Dunno what the hell is wrong with me as I cant speak like kidz when they do inbred "txt2speek" oneliners 
Its christmas eve 2024, would be wonderful to play FS25, too bad its a dead to me, oh well, what can you do, right

Its christmas eve 2024, would be wonderful to play FS25, too bad its a dead to me, oh well, what can you do, right

Important PMC Tactical Forum New User Registration please read new info here.
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."