How to Paint Textures on Your Farming Simulator Map

By Jason van Gumster, Christian Ammann

If you started with an existing Farming Simulator map, you may now have a road texture that runs over a mountain range, rock textures where you want a grassy field, or raw dirt that should be a park. You can fix everything by using the texture painting tools in GIANTS Editor.

To start painting textures, enable Terrain Detail Texture Paint Mode from the toolbar, which is the button with an icon that looks like a red pencil writing on a couple of hills. The Terrain Detail Texture Paint Mode button is the fourth button in the Mode toolbar.

Because you’re painting textures now, you should collapse the Noise and Erosion sections of the Terrain Editing panel. You only need the sections for Brush and Texture Layer Painting.

When you enable Terrain Detail Texture Paint Mode, take notice of two important changes in the 3D Viewport:

  • Your brush now rotates to match the angle of your terrain surface. When sculpting, the brush always points straight down. When painting, however, the brush matches the surface normal beneath its area of influence, which means that although you can’t sculpt sideways, you can certainly paint that way.

  • A grid of white lines is overlaid on the terrain. This grid defines terrain chunks on your map. Within the boundaries of each chunk, you can only use a maximum of four different textures. To help you, included with the grid are text overlays that tell you which textures (and their corresponding coverage percentages) are used in a particular chunk.

In general, painting textures isn’t all that different from sculpting your terrain, with just a few notable differences:

  • The Opacity setting in the Brush section of the Terrain Editing panel is a lot more useful. It controls how transparent each stroke of texture paint is on your map. Using this setting, you can mix textures to create a more naturally varied surface (and somewhat hide the fact that you only have four textures available per chunk).

  • Another notable difference is in the Replace brush behavior. Unless Opacity is set to zero, the Replace behavior completely disregards it. So instead of mixing your painted texture with what’s already there, this brush behavior simply replaces it. The Replace height value and Replace Limit drop-down menu have no effect in Terrain Detail Texture Paint Mode.

In the Texture Layer Painting section of the Terrain Editing panel, you have a few additional controls that can aid in your texture painting process. The following list describes each of them:

  • Slope Limit Start/End: These values, measured in degrees, give you control over where your textures appear, relative to the slope of your terrain’s surface. For example, say you sculpt an area that you mean to be grassy with a few rocky outcroppings.

    Assume that you already painted the whole area with a grass texture and you want your rock texture to appear anywhere it’s not flat (those spots should stay grassy). To do that, bump up the Slope Limit Start setting to something greater than zero and then start painting. This method is a fast way to paint terrain realistically.

  • Chunk Vis: This checkbox toggles the visibility of the terrain chunk grid.

  • Chunk Vis Dist: The chunk visibility distance controls how far away you can see the chunk grid in your map. Sometimes you need to see the grid for up-close areas, but the grid in the distance is just distracting. This parameter helps get around that issue.

  • Texture Layer: You use the Texture Layer drop-down menu setting the most in this section. This menu lets you choose any of the available textures in your map to paint. Just be aware of the four-texture limit per terrain chunk and pay attention to the textures that are already in use on a particular chunk.

If you want to take a texture out of a chunk, select the Remove brush behavior and click anywhere in the chunk. When you click, the your active texture is removed from that chunk and you’re then free to add a new texture.