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Flow Chart I3D – Base 3D Mesh And Props
1 – 3D Mesh (Blender)
2 – Materials (Blender, Paint.NET, Materialize and GIANTS Texture Tool)
UV Mapping (Blender)
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3 – i3D Export (Blender)
i3D Import (GE)
Placement/Testing (GE)
Environment Art and Level Design (GE)
Test Run (Farming Simulator)
Assets per Blender File v5.26.02.25
Total # of assets | 57 |
Total # of tri-mesh/triangles | 58 273 |
VRAM Blender | 1.1 GB |
Mod file size (RAW + trash files) | 306 MB |
Mod main i3D file size | 9.8 MB |
Template map (FS25) | Zielonka (mapEU) |
Mod errors/debug (GIANTS Editor/FS25) | Functional with no critical errors in the debug console |
City Districts
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Tina Changelog (February 2025)
- A new intersection north of Tina Hotel was created, linking streets to the highway.
- The underground tunnel was updated with a new texture map and an improved UV map for the highway.
- Marmor Heaven shopping centre is under construction.
- The base mesh for the Tina Hotel building was completed and placed inside the map.
- The two lane highway is getting longer each day and will go all around the map.
Project Main Goals
- Design a interactive, fictional city scenery based on a futuristic timeline somewhere after year 2050.
- Blend in and use Polish signs and some of the Polish language on buildings and advertising signs.
- Blend in and use some modern Asian buildings and architecture amidst the European farmland.
- Design interactive infrastructure and objects typically a part of the Farming Simulator videogame.
- Add custom-animated NPCs to make the city feel dynamic and alive.
- Adjust the farmland accordingly to assets placed onto the terrain plane.
- Make the city lit up at night and add variations that suit the year’s seasons.
- End the project with a final alpha/beta test on a low-end system for final optimisation before the final release.
Secondary Goals (Visuals)
- Re-create the Zielonka River into a flowing, dynamic river, not a static water surface mesh *experimental*.
- Add trees for a specific area of the map that is forestry-friendly.
- Replace the NPC traffic and pedestrian system with a simplified system.
- Create some static and dynamic NPC vehicles and machinery inside city districts, some of which are trigger-animated based on the player’s position.
- Use static lights based on alpha emissive texture maps for better performance *experimental*.
- Make dynamic lights by using shaders included with the GIANTS Engine.
- Make dynamic animated objects such as various factory machinery (robotic), rotating fans, doors, etc.
- Use occluder meshes to optimise distant assets (long-distance view/level of detail) and use minimum clipping distance to render simplified 3D meshes for large superstructures *experimental*.
Secondary Goals (Triggers)
- Ensure that interactive zones (trigger points) work correctly for production facilities and sellpoints.
- Create a vehicle shop where vehicles and tools spawn inside the superstructure.
- Create various player-placeable assets with triggers that are unique to the mod, especially futuristic, agricultural farms, buyable housing, and so on.
- Do LUA scripting if needed.
- Use simple trigger markers where sellable goods can be sold, but also experiment with the visual design of these visuals.
- Add various collectives unless the ‘known golden apple’ will be the only collective asset for the mod.
- Trigger-animations.
Third Goals (Experimental/Vehicle Modding and more)
- Design various vehicles and tools included with this mod based on fictional, modernistic machinery design (aka. sci-fi).
- Wildlife.
- Player missions.
The average development time for this project per day is about 4-9 work hours at its most intense due to assets that are being created from scratch. All work is done voluntarily for the Farming Simulator community.
Last updated: 26.02.25