Terrain Editing daily updates while waiting for Giants Editor v10 release

Farming Simulator 25 editing discussion

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Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

2024-11-20T04:23:21Z

Moments ago started new Farming Simulator 25 (FS25) gaming session, Giants Editor v10 (GE) was not released on tuesday which marked one week since FS25 game release, so my plan now is to start testing notepad++ terrain editing once this farming session is over. My editing computer is currently running kdenlive video rendering with most CPU cores hot so it cant start launching FS25 every now and then to test terrain edits. Kdenlive is rendering my previous farming sessions OBS captured 4k 60FPS video clips. So I switched over to Gaming computer for some farming fun.

My thinking is that even if I get empty object-less terrain in-game, which I've already one, if I were to add some farmland areas to it, roads, perhaps text edit the dealership location somewhere, not sure if I could place the building with text editing most likely not or at least the amount of work would not be worth it, but then I could start to just farm on empty terrain, testing animal placeables, production chains and all kinds of new equipment perhaps even new crops dunno.

Because such testing, fooling around with placeables etc is not possible in Riverbend Springs (mapUS) as its pixel porno crap filled with trees and other objects to block your every move. Its like being a rat in the maze when playing on that terrain. I want freedom, I want open areas where I can stretch my legs even though giants base game v1.2.1 doesn't have many large vehicles nor do we have any scripting mods yet like autodrive, courseplay or guidanceSteering, so a real large scale farming is not possible as you have to drive every vehicle to everywhere by yourself. But at least I get the freedom to place buildings and large animal pastures etc.

With my luck GE v10 gets released few hours from now and this topic's first post (text I'm writing now) was for no reason :P

But if not, then this topic will be a great place to give daily updates on editing, hopefully post some screenshots of the mapUS terrain source I've brought in-game.

Obviously I'm going to try increasing the terrain size, but this could immediately cause a crash which would put stop to it. Either the new ground deformation and whatever masks thing giants added works, or it doesn't, I know so much more after the first time I increase the size even to like 2.5km or so to see if something breaks or not. Something definitely breaks once you start to get into big boy terrain sizes I know that from experience, but even if I would have lets say 3km empty object-less nice heightmap terrain in-game with ground texture painted roads and farm yards... man that would be a nice upgrade to this horror what riverbend springs is.

Hopefully I wont get stuck right now to just play FS25 before kdenlive rendering projects are complete, I do plan on full soybeans planting and harvest season, those must get done, but after that its just mapUS, Notepad++ and me, having some quality time together ;)
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Yesterday went pretty well, finished my Farming Simulator 25 (FS25) gaming session and then transitioned to terrain editing before pretty much fall asleep.

Did some cleanup on my mapUS sourced terrain project, its error free now and has no bushes or shrubbery foliage. Learned few things about the GDM/GRLE image sizes and what that new density image is used for.

Then tried to simply config level increase terrain size, meaning TERRAIN_CLASSNAME.i3d for unitsPerPixel and TERRAIN_CLASSNAME.xml for map height and width, that worked out with smaller sizes, but once it got close to 5 kilometers then all _weight painted ground textures turned into low res oatmeal alike blur, that was odd, it must be some new FS25 thing, I never seen that to happen in FS17, FS19 or FS22.

Just before crashing to bed last night I increased _weight ground texture image sizes from 2048 to 4096 and density image sizes from 4096 to 8192, had couple of errors from infoLayer tipCol image sizes, fixed those and what I recall from my snoozing full zombi mode state before heading to bed, the terrain project got left with no errors state, good stuff.

Now my day has just started and the plan is to continue FS25 terrain editing studies, to start actually documenting those, I would like to have first brand new FS25 terrain tutorial pages created today.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Lets call this an intraday-update.

Been up all morning editing terrain with notepad++, also expanded into editing density, infoLayer and weight images in GIMP, well graphicsmagick but kind of the same thing. Learned a lot, wrote a lot of stuff down on dev diary which I'll release once I get around to it.

However I'm here to post sad news...

I have ran into a wall in the editing progress. Once terrain size goes above 4096 meters x 4096 meters which means 4 kilometers x 4 kilometers, yes that cliche 4km terrain size... all ground textures break, they go into this bizarre low resolution mode where they are just one big blur of colors :(

There is still a hope that its something I messed up in the editing but believe me I've tried everything, well at least everything I can think of. Nothing works.

I tried doing just 2048 x 2048 heightmap with unitsPerPixel 2.25 which is 4608 meters (4.6km) terrain and also unitsperpixel 3 which is 6144 meters (6.1km) terrain same as PMC Super Six 6km in FS22. None of that works, ground textures go blur once you exceed 4km terrain size.

Its sad to think that what if... what if.. giants changed something in this giants engine v10 that causes all terrains above 4km to go broke on ground textures. That is a future where I don't want to spend my farming time on, I'll go back to FS19/FS22 in a heartbeat if that turns out to be the case, but I'm hoping to be wrong, goodness gracious I hope to be wrong...

When you think about it, this has to be something I messed up OR that it is simply not possible to notepad++ edit terrain and only giants editor v10 will resolve this issue.

But as of now, not even half way into my editing day, things are looking really grim :(
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

hey snake! its kinda strange, terrain textures work just fine for me even in 8192x8192 scale map but well we will have to wait until we get some info from giants, they just released the editor and vanished
AFB
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

I just finished creating brand new Giants Editor v10.0.1 terrain, 6.1km size and I am seeing the exact same low resolution blur ground textures as with my previous notepad++ attempts, so looks like it unfortunately was nothing related to notepad++ editing.

ARG_Afb, you said that you have 8.1km terrain in-game, did I understand correctly?

If so please walk me through what you did, which files you edited, and to which values/resolutions etc the whole nine yards, I'm all ears.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Hey snake! I just resized the DEM to 8192x8192 and didnt modify any more files
But i realized that the terrain gets strange… so its not error free…
Hope giants has a fix for this :(
AFB
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Geez heightmap as 8192 res, that is hardcore! Wow. OK didn't see that coming. Thanks for the info, I'll keep that in mind, might give it a try lateron.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Just wrapped up my day of FS25 editing, learned a lot, saw one Giants Editor update, was definitely an interesting day. Unfortunately the overall end result is what I've been reporting all along, once my FS25 terrains go above 4096 meters the ground texturing turns into low res blur, no matter what I do. But tomorrow my plan is to keep trying something else, for example as the crazy ARG_Afb with 8192 x 8192 pixel resolution heightmap, I gotta try some of that myself as well, already tried today but when got some LOD error I gave up on it was already so late in the day and had other things going on as well. Yeah it was a busy day.

I am very excited about learning new FS25 stuff, Giants Editor, I feel little nostalgia type feeling just like back in 2021 and early 2022 when editing those large PMC terrains for FS22, man that was a great time, its so awesome to have that similar feeling now with FS25 while learning new stuff.

Anyways, just a quick update after a long editing day, hope you guys had a great day as well, cu tomorrow for some more awesome editing.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Glad to hear you are experimenting with GE10!
Its a shame that for now big terrains are broken…
I feel that as modders we are back like in the fs13 era, where few people had a clue of what was going on in mapping and very few people made maps, but this time the editor is really complicated…
AFB
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Its not certain that FS25 is not doing large terrains properly, I mean I'm still slightly confused if you had 8.1km terrain in-game or not, maybe you did and I missed it if so then link to the post please. I saw darius_frost in twitch live stream and I had a private chat with him, he showed me a screenshot of 8.1km terrain in-game, hes PDA minimap view showed like 4,200 grid coordinates, so it looks legit. However no matter what kind of settings and image resolutions I try, it always go to ground texture low resolution blur for me.

But maybe I am doing something wrong, I would actually LOVE that to be the case because as I said earlier, if its not me, if its truly giants engine v10, then there will be a lot of sad souls in the large scale (american) terrain community.

Lets not rush to a judgement, Giants Editor v10 has been out only a few days, we need more experiments, more data, more knowledge. I will not make judgement so hastily before each and every avenue have been exhausted.

Don't give up hope, we'll find the answer, even if its something we don't want to hear.

Edit: today I wasted my whole day, in the morning didn't feel like doing nothing (felt exhausted, burnt out, one of those mornings), after few hours idling took a nap, then woke up and all I wanted to do if play FS25 so I did, played in one of my experimental FS25 terrains for rest of the day, I feel guilty now, why waste precious hours for something so useless as just playing for my own enjoyment, I need to be studying FS25 terrain configs, image files and GE v10 features, I feel shamed :(

No playing tomorrow for sure, its just tutorial writing and terrain studying. Especially now as guys like ARG_Afb start to show signs of weakness, we must keep going, push forward and find the information we are looking for. I'm still hopeful that in my own studies and edits I've made a mistake and its my fault I'm seeing those ground texture issues. Tomorrow I'll attack this project with full force and wont stop before getting results or fall asleep after 17hrs editing day.

Stay tuned! :o
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Glad to hear someone was able to get an 8.1 km terrain ingame, i only tried it inside GE
Its ok to feel tired one day, and give yourself some time to enjoy the game! haha
Hope giants fix terrain sizes… otherwise it will be tedious to go back to only 4km terrains
AFB
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Just woke up from decent nights sleep, did the mandatory computer morning chores and now I'm about to switch over to Gaming computer where Giants Editor v10.0.2 is installed. Will immediately begin terrain editing studies with goal to get larger terrain working in-game than 4km (ground textures low resolution blur), today there will be no distracting chat or twitch live streams, its just me, GE v10, graphicsmagick, imagemagick, notepad++ and FS25, and we are getting serious about large terrains.

For the next 16-17hrs I'll be working hard, non-stop (well OK lunch break of course), stopping for nothing until I fall asleep or manage to get larger terrain than 4km in-game fully working.

Stay tuned, before tonight is over I'll come back here and provide a quick update. I'll of course write detailed play-by-play dev diary from today which can be read once it gets released.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Giants FS25 v1.2.1 mapUS.i3d config file:

Code: Select all

    <File fileId="184" filename="data/forestRockRoots01.png"/>
    <File fileId="189" filename="data/forestRockRoots02.png"/>

    <File fileId="185" filename="$data/maps/mapUS/textures/terrain/forestRockRoots01_diffuse.png"/>
    <File fileId="188" filename="$data/maps/mapUS/textures/terrain/forestRockRoots01_displacement.png"/>
    <File fileId="187" filename="$data/maps/mapUS/textures/terrain/forestRockRoots01_height.png"/>
    <File fileId="186" filename="$data/maps/mapUS/textures/terrain/forestRockRoots01_normal.png"/>
    <File fileId="190" filename="$data/maps/mapUS/textures/terrain/forestRockRoots02_diffuse.png"/>
    <File fileId="193" filename="$data/maps/mapUS/textures/terrain/forestRockRoots02_displacement.png"/>
    <File fileId="192" filename="$data/maps/mapUS/textures/terrain/forestRockRoots02_height.png"/>
    <File fileId="191" filename="$data/maps/mapUS/textures/terrain/forestRockRoots02_normal.png"/>

        <Layer name="forestRockRoots01" detailMapId="185" normalMapId="186" heightMapId="187" displacementMapId="188" unitSize="4" displacementMaxHeight="0.25" blendContrast="0.2" porosityAtZeroRoughness="0" porosityAtFullRoughness="1" firmness="1" viscosity="0.99" firmnessWet="0.93" weightMapId="184" attributes="0.22 0.212 0.196 0 7 12"/>
        <Layer name="forestRockRoots02" detailMapId="190" normalMapId="191" heightMapId="192" displacementMapId="193" unitSize="4" displacementMaxHeight="0.25" blendContrast="0.2" porosityAtZeroRoughness="0" porosityAtFullRoughness="1" firmness="1" viscosity="0.99" firmnessWet="0.93" weightMapId="189" attributes="0.22 0.212 0.196 0 7 12"/>

        <CombinedLayer name="FOREST_ROOTS" layers="forestRockRoots01;forestRockRoots02" noiseFrequency="2"/>
Anyone spot the bug? ;)
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Mi-day update, its now my lunch break, while checking some chat and twitch etc if there is anything I might learn from, nothing shows up. Today first part of the day has been really interesting, cant remember when was the last time I went this hardcore on a single specific problem, I mean its been medieval stuff, already feel quite exhausted for running through so many edits and GE v10.0.2 and FS25 in-game tests. Unfortunately I do not have a solution yet, but I feel like I'm getting close... now need to get some chow and then get right back into the fight.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Just finished, shutdown PMC Gaming computer along with Giants Editor v10.0.2 and other tools. Its not been a full 17hrs day yet but still a long day, exhausting day, I feel like I gave it all.

I wrote several pages, just ridiculously long dev diary from this large terrain testing day.

My initial problem was the ground textures turning to low resolution blur, well I managed to fix that somehow, I'm so zoned out actually now that cant exactly remember what was the fix, I believe heightmap size but don't quote me on that. Once that got done, then I was testing 8.1km terrain but ran into even more interesting problem...

When running that size terrain with FS25, RAM usage grows to crazy amounts, my Gaming computer only has 16gb RAM and in the last hours of today's editing session with 8.1km terrain I maxed out 16gb RAM and FS25 crashed, many times.

So fix one problem only to get even more serious problem :?

Imagine if 8.1km terrain with 4096 x 4096 pixel resolution heightmap and medium/decent size density/infolayer/weight images maxes out 16gb RAM, how on earth are we supposed to run a beast like PMC King Corn 45km or even something like PMC Grande Gardens 16km for that matter? You cant! :(

Is it fair to say that "hey bro, its 2024 maan, buy more ram and better video card!!1", well I mean guess its moving on with the times, you cant expect to last forever with 16GB of RAM, but doing some googling there are mixed opinions if 16GB ram in 2024 is still viable, those several search hits I read still balances out that 32gb is the near future but 16gb can still do GAMING just fine that very few games max it out. So dunno, but definitely my next Gaming computer hardware upgrade will be for 32gb RAM, especially as Sea Power also maxes out my 16gb RAM.

In short, that was the testing results of today's large terrain studies day.

So ARG_Afb for you specifically, perhaps I'm so exhausted right now that my yesterdays enthusiasm is all but gone, but yeah I wouldn't blame you if you decide to go with little girlie men 4km terrain size, at least it runs with NORMAL hardware computers today. I'm personally going to monitor farmsim community closely, what kind of information other terrain guys provide and what giants editor updates we get next week, hopefully.

As of right now as I'm exhausted of editing, I cant see myself even considering porting PMC terrains from FS22 into FS25 as you could not even run PMC Super Six 6km properly (assuming).

I'm really happy how todays terrain studies went like my goals was to attack this issue full bore and I did exactly that, and then some. Too bad the end result looks pretty grim right now. But lets wait and see, hopefully by mid next week we have much more information from all sources.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Hey snake! Its ok, it can be exhausting to stay all day researching things, give yourself a rest, its sunday hahaha
Assuming what you said, for now i will only do a 4km map then, its not the best size but at least it works and runs properly, as always i hope that giants fixes this as soon as possible
Only 4km maps for now, it sucks but its what currently works in fs25… :? :|
AFB
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

well guess the new engine SERIOUSLY fucked up big maps
so it seems that for now we are limited to 4km maps
AFB
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by antler22 »

All,

Been having the same struggles as you all, but I was glancing around the internet and found a blank 8km map. When importing my DEM, this doesn't appear to have the issue. What's different about it, I'm not sure yet..

https://www.modhub.us/farming-simulator ... -map-v1010

Another note.. the old scripts to change audio, light shape culling don't seem to work in new GE, so I can't explore the corners at the moment..
setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16);
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 64);

Admin edit: lets use kilometers.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Antler22 can you please open windows task manager with memory section selected when you launch that terrain, let us know how much RAM is consumed by FS25 when you load in-game with that 8km terrain?

My problem with some initial "SampleMapMod" was that it hogged all my 16gb RAM and FS25 crashed, on my 64gb RAM editing computer it loaded fine, I didn't check the RAM usage that I would recall right now but it must have been huge amounts.

Its completely another discussion if in 2024 we all should have minimum of 32gb RAM in our systems that its fine for game addons/mods to use 20+ gigabytes of RAM, but personally I would not go releasing any farmsim terrains for FS25 if users are seriously asked to go buy more RAM just for a terrain mod :)

I'll try to check out that modhub.us 8km template terrain, perhaps there is something new that it would not use so much memory, lets hope there are.
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Just tested that modhub.us 8km template terrain, in very surprising turn of events it loads fine on my Gaming computer with 16gb of RAM, it peaked around 80% RAM usage before progress bar reached 100%, now as I'm in-game while typing this, task manager shows 7.3/15.8gb RAM used. So looks like a huge FS22 terrain memory specifications wise.

Hmm :)
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ARG_Afb
Lt Colonel
Posts: 256
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Gaming Interests: Farming Simulator
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Location: somewhere in Argentina

Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

This is interesting
Will test it!
AFB
Snake Man
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

I quickly ran my graphicsmagick bat file on the freshly unpacked dir, these are the PNG resolutions found there.

weight images

Code: Select all

asphalt01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
asphalt02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
asphaltCracks01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltCracks02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltDirt01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltDirt02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltDusty01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltDusty02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltGravel01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltGravel02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltTwigs01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
asphaltTwigs02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
concrete01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
concrete02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
concreteGravelSand01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
concreteGravelSand02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
concretePebbles01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000005s
concretePebbles02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
concreteShattered01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000005s
concreteShattered02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
forestGrass01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
forestGrass02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
forestLeaves01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
forestLeaves02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
forestNeedels01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
forestNeedels02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grass01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 1.4Mi 0.000u 0m:0.000005s
grass02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 1.4Mi 0.000u 0m:0.000006s
grassClovers01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassClovers02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassCut01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassCut02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassDirtPatchy01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassDirtPatchy02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassDirtPatchyDry01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000005s
grassDirtPatchyDry02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassDirtStones01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassDirtStones02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassFreshMiddle01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassFreshMiddle02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassFreshShort01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassFreshShort02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassMoss01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
grassMoss02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravel01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravel02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelDirtMoss01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelDirtMoss02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelPebblesMoss01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelPebblesMoss02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelPebblesMossPatchy01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelPebblesMossPatchy02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelSmall01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
gravelSmall02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudDark01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudDark02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudDarkGrassPatchy01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000008s
mudDarkGrassPatchy02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudDarkMossPatchy01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudDarkMossPatchy02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
mudLeaves01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
mudLeaves02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudLight01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudLight02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudPebbles01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
mudPebbles02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudPebblesLight01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudPebblesLight02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
mudTracks01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
mudTracks02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
pebblesForestGround01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
pebblesForestGround02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
rock01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000010s
rock02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockFloorTiles01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockFloorTiles02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockFloorTilesPattern01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockFloorTilesPattern02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000007s
rockForest01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockForest02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockyForestGround01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
rockyForestGround02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
sand01_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
sand02_weight.png PNG 8192x8192+0+0 PseudoClass 256c 8-bit 64.0Ki 0.000u 0m:0.000006s
density images

Code: Select all

densityMap_fruits.png PNG 16384x16384+0+0 PseudoClass 145c 8-bit 258.3Ki 0.000u 0m:0.000006s
densityMap_ground.png PNG 16384x16384+0+0 PseudoClass 1c 8-bit 32.2Ki 0.000u 0m:0.000006s
densityMap_groundFoliage.png PNG 8192x8192+0+0 PseudoClass 6c 8-bit 190.7Ki 0.000u 0m:0.000006s
densityMap_height.png PNG 16384x16384+0+0 PseudoClass 7c 8-bit 127.7Ki 0.000u 0m:0.000005s
densityMap_stones.png PNG 16384x16384+0+0 PseudoClass 4c 8-bit 759.0Ki 0.000u 0m:0.000005s
densityMap_weed.png PNG 16384x16384+0+0 PseudoClass 7c 8-bit 127.7Ki 0.000u 0m:0.000006s
infolayer images

Code: Select all

infoLayer_environment.png PNG 2048x2048+0+0 PseudoClass 2c 8-bit 893 0.000u 0m:0.000005s
infoLayer_farmland.png PNG 4096x4096+0+0 PseudoClass 256c 8-bit 26.0Ki 0.000u 0m:0.000005s
infoLayer_fieldType.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000006s
infoLayer_indoorMask.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000005s
infoLayer_limeLevel.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000006s
infoLayer_placementCollision.png PNG 8192x8192+0+0 PseudoClass 2c 8-bit 84.8Ki 0.000u 0m:0.000006s
infoLayer_placementCollisionGenerated.png PNG 8192x8192+0+0 PseudoClass 2c 8-bit 58.1Ki 0.000u 0m:0.000006s
infoLayer_plowLevel.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000006s
infoLayer_rollerLevel.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000005s
infoLayer_sprayLevel.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000006s
infoLayer_stubbleShredLevel.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000006s
infoLayer_tipCollision.png PNG 8192x8192+0+0 PseudoClass 2c 8-bit 165.5Ki 0.000u 0m:0.000006s
infoLayer_tipCollisionGenerated.png PNG 8192x8192+0+0 PseudoClass 2c 8-bit 149.2Ki 0.000u 0m:0.000005s
infoLayer_weed.png PNG 16384x16384+0+0 PseudoClass 2c 8-bit 32.2Ki 0.000u 0m:0.000005s
If you try to GRLEConverter turn densityMap GDM's into PNG's, it fails with a crash on densityMap_height.gdm image. This is the known issue back from FS19 when using multi terrain angle or that maize plus added filltype-whatever setups. Not sure why it crashes here, what the dev did for the height image.
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ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Im testing the map and it seems to work just fine, typical stuttering like in fs22 but thats no problem so i suppose we are back in the race!
Will try and test to convert the ND 10 km map i was making, a lot of ups and downs but i hope we finally got this sorted out
AFB
ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

terrain loads fine into GE10 with size 8192x8192 meters but in order to not have a blurry terrain it must be units per pixel "1" mandatory so i guess no irregular size maps for now
AFB
ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

terrain height editing works FINE on 8192x8192 meters map
AFB
ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

terrain foliage editing works FINE too
AFB
ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

terrain INFO layer painting works fine too
AFB
ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

terrain texture Aka "Detail" painting works fine too

well guess we got our base to start making big maps again!!!! :D :D :D :D
AFB
Snake Man
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

ARG_Afb wrote: 2024-11-25 17:48:27 terrain loads fine into GE10 with size 8192x8192 meters but in order to not have a blurry terrain it must be units per pixel "1" mandatory so i guess no irregular size maps for now
What do you mean by "blurry terrain"?

unitsPerPixel 1, did you try 2? What about decimal points? Please be specific.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
ARG_Afb
Lt Colonel
Posts: 256
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Gaming Interests: Farming Simulator
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Location: somewhere in Argentina

Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

blurry detail textures when the terrain is above units per pixel 1
this happens: https://ibb.co/WG7QQf5
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Snake Man
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

Above 1, what values have you tried?

Reason I'm asking is that we need to establish whether the problem is with unitsPerPixel in general or just with decimal point values like 1.5 or 3.25 etc.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
ARG_Afb
Lt Colonel
Posts: 256
Joined: 2022-05-31 13:04:27
Gaming Interests: Farming Simulator
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Location: somewhere in Argentina

Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

I have tried (for now) 1.25 only, yet not 2,3,4
Yet i have no problems in having an 8193x8183 heightmap as long as i got a big map haha
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by antler22 »

GE runs SUPRISINGLY smooth in this terrain. I've tried pushing the densitymapground.gdm up to 32768 pixels to see if it can handle RCR densities and GE does not open there, but 16384 will open and run fine. I see the same issue with converting the densityMap_height.gdm. Overall painting textures and moving around runs really great compared to this exact same terrain in GE9.

I'm struggling to find how to attach photos all i can find is this guy... Image

Loading ingame now and map running solid 60FPS and using 11GB of RAM
ARG_Afb
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Wow! 16384x16384 is awesome!! Hope you can convert your map antler!
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by antler22 »

Oh I'm going bigger this time. I had a 16x/8km map 60% complete for FS22 and fell in love with it, so starting a new 16x/8km for FS25.
Snake Man
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

antler22 wrote: 2024-11-25 18:19:14 I'm struggling to find how to attach photos all i can find is this guy... Image
Images must be in server somewhere, then just use phpBB IMG tags like this:

Code: Select all

[img]www.example.com/MyImage.jpg[/img]
When you are posting a reply, under the subject line is bunch of icons, one of the icons which kind of looks like a landscape photograph is the "insert image" auto button.
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Snake Man
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

ARG_Afb wrote: 2024-11-25 18:18:05 I have tried (for now) 1.25 only, yet not 2,3,4
I ran unitsPerPixel="3" for countless attempts to fix the ground textures blur. But who knows what might have caused that, if not unitsPerPixel.
Yet i have no problems in having an 8193x8183 heightmap as long as i got a big map haha
How many gigabytes of RAM does your computer have?

How much does FS25 use when you load terrain with 8192 pixel resolution heightmap?
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
ARG_Afb
Lt Colonel
Posts: 256
Joined: 2022-05-31 13:04:27
Gaming Interests: Farming Simulator
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Location: somewhere in Argentina

Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

Thats great to hear antler!
And Snake yeah i hope that the units per pixel gets a solution… if not we will need massive heightmaps haha
My pc has 16 gigs of ram
AFB
ARG_Afb
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Posts: 256
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by ARG_Afb »

I havent checked the memory consumption
AFB
Snake Man
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Re: Terrain Editing daily updates while waiting for Giants Editor v10 release

Post by Snake Man »

This new 8km samplemapmod template is using mapEU instead of (my) traditional mapUS, wonder if that could be the difference between RAM running out or not.

Has anyone done comparisons of ground texture count or other stuff between mapUS and mapEU (or mapASian)?
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