skills/paint-a-farm/fs25-skills/fs25-texture-guide

fs25-texture-guide

SKILL.md

FS25 Texture Guide

Overview

Texture conventions and formats for FS25 modding. GIANTS Engine uses DDS textures with specific format requirements.

When to Use

  • Creating or converting textures for a mod
  • Choosing the right DDS format
  • Setting up material textures (diffuse, normal, specular)
  • Debugging texture issues (pink/missing textures)

DDS Formats

Texture Type Format Suffix Notes
Diffuse/Albedo BC1 (DXT1) or BC3 (DXT5) _diffuse BC3 if alpha needed
Normal map BC5 (ATI2/3Dc) _normal 2-channel (RG), NOT BC1
Specular/Gloss BC1 (DXT1) or BC3 (DXT5) _specular R=specular, A=gloss (if BC3)
Mask/Alpha BC4 (ATI1) varies Single channel

Important: Normal maps MUST be BC5. Using BC1/DXT1 for normals causes visible banding artifacts.

Naming Conventions

myVehicle_diffuse.dds
myVehicle_normal.dds
myVehicle_specular.dds
myVehicle_vmask.dds         # vehicle color mask
myVehicle_dirt.dds           # dirt overlay

Base game patterns:

  • store_ prefix for shop images
  • _ao suffix for ambient occlusion
  • _vmask for vehicle color mask (paintable areas)

Resolution Guidelines

Asset Type Typical Resolution
Large vehicle 2048×2048 or 4096×4096
Small implement 1024×1024 or 2048×2048
Placeable building 2048×2048
UI icon / store image 256×256 or 512×512
Terrain layer 1024×1024 (tiling)
  • Always use power-of-two dimensions (256, 512, 1024, 2048, 4096)
  • Generate mipmaps for all 3D textures
  • Store images do NOT need mipmaps

Material Setup in I3D

<Material name="vehicleMat" materialId="1"
          customShaderId="2" customShaderVariation="colorMask">
    <Texture fileId="1" />        <!-- _diffuse.dds -->
    <Normalmap fileId="2" />      <!-- _normal.dds -->
    <Glossmap fileId="3" />       <!-- _specular.dds -->
</Material>

Shader Variations

Variation Use Case
default Standard opaque material
colorMask Paintable vehicle (uses vmask)
alphaTest Cutout transparency (foliage, fences)
alphaBlend Smooth transparency (glass)
mirror Reflective surfaces

Color Mask (Vehicle Painting)

The _vmask.dds texture controls which areas are paintable:

  • R channel: Primary color area
  • G channel: Secondary color area (if supported)
  • B channel: Tertiary / detail area
  • White = fully paintable, Black = not paintable

Common Issues

Problem Cause Fix
Pink/magenta texture Missing or wrong file path Check <Files> paths in I3D
Blurry at distance Missing mipmaps Regenerate DDS with mipmaps
Normal map looks flat Wrong format (BC1 instead of BC5) Re-export as BC5
Shiny/dark patches Wrong specular format Check specular is proper format
Texture seams UV island padding too small Add 4-8px padding between UV islands

Tools

  • GIANTS Editor: Built-in texture preview and material editing
  • Paint.NET / GIMP: With DDS plugin for texture creation
  • texconv (DirectXTex): Command-line DDS conversion
  • Compressonator (AMD): DDS compression with preview
Weekly Installs
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GitHub Stars
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First Seen
Feb 27, 2026
Installed on
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