FS25 Texture Guide
Overview
Texture conventions and formats for FS25 modding. GIANTS Engine uses DDS textures with specific format requirements.
When to Use
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Creating or converting textures for a mod
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Choosing the right DDS format
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Setting up material textures (diffuse, normal, specular)
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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:
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store_ prefix for shop images
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_ao suffix for ambient occlusion
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_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)
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Always use power-of-two dimensions (256, 512, 1024, 2048, 4096)
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Generate mipmaps for all 3D textures
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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:
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R channel: Primary color area
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G channel: Secondary color area (if supported)
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B channel: Tertiary / detail area
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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
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GIANTS Editor: Built-in texture preview and material editing
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Paint.NET / GIMP: With DDS plugin for texture creation
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texconv (DirectXTex): Command-line DDS conversion
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Compressonator (AMD): DDS compression with preview