This is a post related to the Zielonka City Farming Simulator Mod developed by AlfaMods.
So far this year, this modded city map has undergone major overhauls and changes, and it will again be altered to fit a new street system. Some roads placed earlier this year likely won’t be affected by the new city street system, which has much more detailed streets than the previous ones. As far as I know today, when it comes to my capacity to work with such large maps, I can for sure state that this Farming Simulator mod will very likely not reach its final release until 2027 or 2028. And just to remind you: this is a single-developer project, a handcrafted modification that doesn’t use any procedural content – since such content isn’t suitable for game-ready exports directly into GIANTS Engine. Even when third-party developers provide Blender add-ons, most aren’t game-ready out of the box. It has to be manually processed for game-ready exports.
While working with materials and UV maps for the new street system, I’ve found limitations in GIANTS Engine regarding the size of the UV map for a given mesh. These are hard-coded limitations that will cause typical artefacts like the one below.
In Blender, if the UV island is scaled down extremely small (or collapsed to a single point/tiny strip), GIANTS Engine compresses the entire texture across those vertices, causing the texture pixels to stretch out into fine, repeating texture lines.It’s generally a UV unwrap problem that can be solved, even so by separating the mesh into several meshes. Even if Google Gemini was quite a mess to break down this issue, we finally came to a conclusion (quoted in Norwegian below) which addresses the limitation of UV coordinates, which I previously had issues with when it comes to aligning mesh surface UVs to minus X and minus Y in previous posts published at Alfamods.no.
Måleenheten [-32, 32] i feilmeldingen refererer overhodet ikke til fysiske centimeter, meter eller centimeter i 3D-rommet. Det er snakk om UV-koordinatrom (ofte kalt UV-enheter), som representerer repetisjoner av teksturen din. Når du teksturerer et objekt, tilsvarer én full rute i UV-editoren (fra 0 til 1) at teksturen tegnes nøyaktig én gang. Hva tallet betyr i praksis: Hvis du flytter en UV-øy til ruten ved siden av (fra 1 til 2), vil teksturen repeteres (tiles) én gang til. Grensen på [-32, 32] betyr at GIANTS Engine maksimalt tillater at en tekstur repeterer seg 32 ganger i positiv retning og 32 ganger i negativ retning bort fra midtpunktet (origo). Hvis et eneste UV-punkt eller en hel UV-øy strekker seg til 32.0001 eller mer, klarer ikke spillets binære komprimering å lagre tallet i filen.
Måleenheten [-32, 32] i feilmeldingen refererer overhodet ikke til fysiske centimeter, meter eller centimeter i 3D-rommet. Det er snakk om UV-koordinatrom (ofte kalt UV-enheter), som representerer repetisjoner av teksturen din.
[-32, 32]
Når du teksturerer et objekt, tilsvarer én full rute i UV-editoren (fra 0 til 1) at teksturen tegnes nøyaktig én gang.
Hva tallet betyr i praksis:
In other cases, artefacts can also occur when the mesh object’s origin isn’t set to the mesh centre and is significantly offset from the mesh, which may also affect the UV islands. It simply means it may look great in Blender and then turn out badly in GIANTS Editor. And that’s because Blender isn’t directly connected to the GIANTS Engine and therefore cannot visually debug this.
The project is firmly underway, with a strong emphasis ...
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