fs25-texture-guide
Use when working with FS25 textures, DDS formats, normal maps, specular maps, texture naming conventions, or resolution guidelines.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when working with FS25 textures, DDS formats, normal maps, specular maps, texture naming conventions, or resolution guidelines.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when working with I3D files, understanding the I3D scene graph, node types, materials, shapes, user attributes, collision flags, or transform hierarchy.
Use when creating or modifying FS25 map mods, configuring map.xml, terrain, placeables, farmlands, ground types, or fruit types.
Use when debugging FS25 mods, reading log.txt errors, troubleshooting crashes, fixing common mod issues, or using console commands.
Use when creating or modifying FS25 vehicle mods, configuring vehicle XML, specializations, attacherJoints, wheels, movingTools, movingParts, lights, or sounds.
Use when working with fs-utils CLI tools — decompiling Luau/LuaJIT bytecode, extracting GAR/DLC archives, unlocking shapes files, or formatting XML.
Use when setting up a new FS25 mod for development, creating symlinks to the mods folder, packaging a mod as zip, or configuring modDesc.xml fields like author and descVersion.
| name | fs25-texture-guide |
| description | Use when working with FS25 textures, DDS formats, normal maps, specular maps, texture naming conventions, or resolution guidelines. |
Texture conventions and formats for FS25 modding. GIANTS Engine uses DDS textures with specific format requirements.
| 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.
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)| 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) |
<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>
| Variation | Use Case |
|---|---|
default | Standard opaque material |
colorMask | Paintable vehicle (uses vmask) |
alphaTest | Cutout transparency (foliage, fences) |
alphaBlend | Smooth transparency (glass) |
mirror | Reflective surfaces |
The _vmask.dds texture controls which areas are paintable:
| 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 |