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 v5.26.02.25

Total # of assets57
Total # of tri-mesh/triangles58 273
VRAM Blender1.1 GB
Mod file size (RAW + trash files)306 MB
Mod main i3D file size9.8 MB
Template map (FS25)Zielonka (mapEU)
Mod errors/debug (GIANTS Editor/FS25)Functional with no critical errors in the debug console

City Districts

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