To create a background terrain for the Farming Simulator map, you need to open the *.obj
files with the terrain, obtain the satellite images as described in the Download high-resolution satellite images tutorial to use them as textures and export your results to the *.i3d
format.
ℹ️ In this tutorials it's assumed that you have already generated the map and downloaded satellite images from the previous step: Download high-resolution satellite images.
Let's go straight to the deal:
- Download and install the Blender software.
- Download and install the Blender Exporter Plugins from the official Giants Software website.
- Activate the
Blender Exporter Plugins
in the Blender. - Now, you can import the
*.obj
. Go toFile
->Import
->Wavefront (.obj)
and select the*.obj
file.
- Select the imported object, right-click on it, click on
Set Origin
->Origin to Geometry
.
- Click on the arrow icon or press the
N
key.
- In the
Item
tab, change theLocation
[2] to0, 0, 0
and theRotation
[3] to0, 0, 0
.
Set theDimensions
[4] of the background terrain in meters. It's calculated as map size + 2048 * 2. For example, if the map size is 4096x4096, the size of the terrain should be 8192x8192.
- Switch to the
View
tab and change theEnd
value to100000
or something like that. It's just to make sure that the terrain is visible, otherwise it may partially disappear.
- Now we need to add a
Modifier
to the terrain. Click on theModifiers
tab, then click on theAdd Modifier
.
- In the dropdown menu, select the
Decimate
modifier.
- Now you need to adjust the
Ratio
value. TheRatio
value will determine how much the terrain will be simplified. The lower the value, the more simplified the terrain will be. It depends on your actual terrain, but a good starting point is something like0.05
and lower. Remember, that this is a background terrain, which almost not visible in the game, so it's quality doesn't really matter. And the more simplified the terrain is, the less resources it will consume.
- Select the object, right-click on it, and select
Shade Smooth
. It will automatically smooth the terrain. Note that it may not work perfectly, so you may need toCtrl + Z
it, change the value of theDecimate
modifier, and try again. And again: it's a background terrain, so it doesn't need to be perfect.
The object should look more like a terrain now with the Shade Smooth
applied.
- It's time to add a material to the terrain. Click on the
Material Properties
tab, then click on theNew
button.
- Go to the
Surface
section, click on theBase Color
CIRCLE (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
Emission
section, click on theColor
THE COLOR ITSELF now (not the circle), and select completely black color. Otherise, you wont be able to see the material in the Giants Editor.
- Open the
UV Editing
tab, and in the right tab change the view toTop
by pressing7
on the numpad or holding theZ
key and selecting theTop
.
- Now ensure that the texture has a correct orientation relative to the terrain. If it's not, you can rotate the texture image before moving on. After you ensured that the texture is correctly oriented, switch to the right tab and select everything by pressing
A
. Everything on the right side should be selected (orange). Now press theU
key and select one of theUnwrap
options. Recommended one isUnwrap
->Angle Based
. It should work fine for the most cases. The second one is Project from View (bounds). It will project the texture from the view you are currently in. Note that it should be done in theTop
view, otherwise the texture may be projected incorrectly.
- Now return to the
Layout
tab, press and holdZ
and selectMaterial Preview
. You should see the terrain with the texture applied. Now you can adjust the scale of the object in theTransform
tab. Note, that you can do it later in the Giants Editor as well.
Now we will need to cut out the center of the map from the mesh. There are two aprroaches to do it. Using the Boolean
modified and using the Knife Project
tool. The Boolean
modifier is more straightforward, and usually it works much better, so it's highly recommended to use it, not the second one.
ℹ️ This tutorial was added after the main one, so it will contain different untexutred terrain, don't be scared of it!
- Press
Shift + A
and add aCube
to the scene.
- Set the size of the cube X and Y the same as a map size. For example, if the map size is 4096x4096, the size of the cube should be 4096x4096. The Z can be any value, but it should be bigger than the terrain itself!
- Make sure that the cube FULLY cuts through the terrain (higher and lower than the terrain).
- Now select your background terrain, go to the
Modifiers
tab, click on theAdd Modifier
.
- Type
Boolean
in the search bar and select theBoolean
modifier.
- Click on the
Dropper
icon.
- Now click on the cube in the scene.
- Click on the
Fast
option.
- Now you can hide the cube by clicking on the eye icon and ensure that the terrain is cut out correctly.
We are done! You can now move to the final step: Export the object.
❌ This method is not recommended, as it's much more complicated and usually doesn't work as expected. Use it only if for some reason the Boolean
modifier doesn't work for you.
Click to expand
- Press
Shift + A
and add aPlane
to the scene.
- Set the size of the plane X and Y the same as a map size. For example, if the map size is 4096x4096, the size of the plane should be 4096x4096. The Z can be any value, but the plane must be well above the terrain.
- Press
Tab
and thenA
to select all vertices of the plane. PressU
and selectProject from View (Bounds)
. Switch to theTop
view.
- Ensure that your terrain is selected, then
Ctrl + Click
on the plane.
- Now click on the
Mesh
and selectKnife Project
.
- After a while, you'll see that the central part of the terrain is selected.
- Press
Delete
and selectFaces
.
- The central part of the terrain should be removed now.
Pay attention to the fact this method can produce artifacts. Remember that it's not recommended to use it, but if you have no other choice, you can try it.
- It's finally time to export our object as an
*.i3d
file. Open the side panel by pressingN
and select theGIANTS I3D Exporter
tab. If you can not see it here, that means you did not installed theBlender Exporter Plugins
(step 2) or you did not activated it (step 3). Now ensure that the object is selected [1], specify the path to the output file [3], and click on theExport selected
button [4]. You can also use theExport all
option, but ensure that you don't have any other objects in the scene, for example by default Blender adds a camera and a light source and a cube.
Now we can go to the final section of the tutorial: Import the i3d files to Giants Editor. Or you can go back to the previous step: Download high-resolution satellite images.