
For larger maps inside GIANTS Editor, a script needs to be created. This script can have any name as shown above. For some reason this script is mentioned by several sources on the Internet, but with no or hardly any other explanation than:
Put this into a new script to fix the disappearing map in the editor for a 16x map.…
That’s a quote from a user using this script, which is causing a warning inside GIANTS Editor that says:
Warning: Culling clip distance thresholds must be passed in ascending order, reverting to default values.
This happens inside GIANTS Editor version 10.0.3 when these lines of code are added:
setAudioCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 0, 0)
setLightCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 0, 0)
setShapeCullingWorldProperties(-4096, -100, -4096, 4096, 500, 4096, 16, 0, 0)
But let’s do something else then, and change it to:
setAudioCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 9000)
setLightCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 9000)
setShapeCullingWorldProperties(-8192, -100, -8192, 8192, 500, 8192, 16, 0, 9000)
And the short explanation for this is:
Try this. It will allow you to go far outside the map…
So the last change to the script worked without any warnings when reloading the map inside GIANTS Editor 10.0.3 – always loaded when running the editor.
DisplacementLayer

Then we have this line inside the map.i3d itself (or whatever name you have before the i3D ending). This line is supposed to be changed to…
<DisplacementLayer name="terrainDisplacement" size="32768" tileSize="16" numChannels="6"...
The size is changed from 16384 to 32768, which will cause an odd bulky terrain surface. Nothing about the reason for that particular value is given. Now, this may be on me since I use unitsPerPixel=”2,” which means no modified dem (DOT) PNG.
Anyway, that’s how messy GIANTS Developer Network is. It’s a vast jungle of chaos thanks to GIANTS themselves. Because what do other ‘open source’ game engine developers do? They provide proper documentation on why XYZ is XYZ. So I’m just clarifying that, because that’s how the nature of modding for Farming Simulator is…still to this day.
Source: https://gdn.giants-software.com/thread.php?categoryId=4&threadId=15658