Pretty much everything continues as usual. This project for Farming Simulator 25 saw the first light of the day back in December 2024, when the newborn was born on a 2X (2km x 2km) map. Now, pretty much everything has changed since then, and my knowledge of map modding has grown. And I’m still learning something new when playing with simple object scattering, as well as ways to improve UV unwrapping for very large building surfaces.
There’s been a reasonable amount of object scattering for the southern hilly and cliffy areas achieved in January. There’s not much left to do, but placing nature assets usually takes some time, since this isn’t done with automated or procedural tools. Every single nature asset is placed manually. And I call it the “art of craftmanship”…because that’s what an artist really does.
New buildings were added to the city’s centre. These buildings use lit-up floors that glow both during the day and at night, with some of the typical light effects Cyberpunk is known for. Zielonka City isn’t going to become a Cyberpunk replica, but rather have some themed buildings that have some of that game’s vibe. As with many light-emission maps, these use a shader that emits a so-called lens flare (or glare), one of the graphical features Farming Simulator 25 offers in the game’s graphics panel. The glare itself is somewhat white/blueish and can also have other colours.
Many buildings are still under construction, as well as buildings with interior spaces. They are quite worky to put together, as it may take about 1-3 working days for a one-person team developer like me. It’s not just a cube… It’s all kinds of corners, surfaces, materials, and then on top of that, props, collision models, occlusion models…and…at the end, material shaders. And some buildings are LOD-based, which means another low-poly mesh must also be designed.
The southern part of the map uses a concrete barrier/bridge 4-lane highway system, then transitions to a new 4-lane highway system that will move into the northern part of the Zielonka City map. These highways are the main routes for transporting cargo from farmlands to the agricultural industry, using a variety of transport vehicles that can reach up to 90 km/h. The new highway system shown below is designed for vehicle speeds up to 130 km/h and uses the well-known “metal beam crash barriers” (W-Beam/Thrie Beam). They are also equipped with lit, red-glowing markers.
The sideroad system is mainly two types of 2-lanes: a narrow 2-lane and a wide 2-lane. And these are all-terrain decal roads “glued” to the map’s terrain surface.
And as mentioned, there’s still a lot of work to do on object scattering for just natural/farmland environments alone. And the whole northern part remains for this as well, including all the farmland to be placed there, as well as the map’s industrial area, which means another huge set of assets to be made in Blender.
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