Texture files in Farming Simulator maps are used to define the appearance of the terrain. This is crucial to understand how the textures work, if you're going to create a map.
Image size: (map height, map width), the same as the map size. For example, if the map size is 2048x2048, the texture size will be 2048x2048.
Channels: 1
Data Type: uint8 (unsigned 8-bit integer)
File Format: .png
File Paths: map_directory/data/{texture name}{index}_weight.png
The values in 8-bit images can range from 0 to 255, but in the meaning of how texturing works, only 0 and 255 values work. That means that in pixels with 0 value, the texture will not appear, and in pixels with 255 value, the texture will be visible.
If the image is completely black, the texture will not appear at all. If the image is completely white, the texture will be visible everywhere.
You can see the actual texture scheme in the corresponding files in the repo:
Pay attention to the fact, that FS22 and FS25 use completely different texture schemes and the textures themselves.
Most of the textures consists of multiple images, for example: gravel01_weight.png
and gravel02_weight.png
. This is done to create a more realistic look. The actual in-game look will be a result of merging these images together.
One more important thing: while in FS25 most of the textures have 2 layers, in FS22 most of the textures have 4 layers.
And, of course, there are several exceptions from this rule:
- the
waterPuddle
texture from FS22 has only one layer (does not exist in FS25) - the
forestRockRoots
texture from FS25 has noweight
postifx in the file name. It's obviously just a bug, but it's still there and I guess it won't be fixed due to compatibility reasons (does not exist in FS22).