name: fs25-texture-guide description: Use when working with FS25 textures, DDS formats, normal maps, specular maps, texture naming conventions, or resolution guidelines.
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_aosuffix for ambient occlusion_vmaskfor 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