
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)

3 – i3D Export (Blender)
i3D Import (GE)
Placement/Testing (GE)
Environment Art and Level Design (GE)
Test Run (Farming Simulator)
Assets per Blender File v18.30.05.25 + mod details
Total # of assets in Blender: | 230 with instanced objects |
Total # of i3D files created: | 96 (base models) |
Total # of tri-mesh/triangles in Blender: | 227 149 |
Blender software version: | 4.4.3 |
Blender i3D Addon: | Blender i3D Addon 5.0.0 Alpha (Stjernelidioten/GitHub) |
GIANTS Editor version: | 10.0.5 |
Mod file size (RAW + i3d import files): | 348 MB |
Mod main i3D file size: | 552 KB |
Template map (FS25): | AlfaMods Big Map (mapAS) |
Mod errors/debug (GIANTS Editor/FS25): | Functional with no critical errors in the debug console. |
Map size: | 4 x 4 km |
Project Changelog May 2025
- Made some buildings (offices and residential).
- Campus area (educational building complex).
- Modern church (under construction, base/interior/exterior model).
- One kilometer long 4-lane highway tunnel (base model).
- One new modern civilian house (base/exterior model).
- Decorative trees (vanilla) and street lamps.
- Another road bridge.
- Parking spot for NPC static cars.
- ZCorp (sports car dealer) skyscraper (under construction).
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 to a specific area of the map that is forestry-friendly.- Replace the NPC traffic and pedestrian system with a simplified traffic 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 per day 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: 30.05.25