Map Size, Terrain and Water
Choose the real-world tile size, import your source data, and prepare the terrain, ground, lakes and rivers.
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Choose the real-world tile size
The Euro Truck Simulator 2 world is laid out in squares of 4,000 by 4,000 meters, and every export fills exactly one of them. On the Area step of a new project, choose a square tile of the real place from 2,000 to 8,000 meters. The export scales your tile to fit the square:
- 4,000 meters is 1:1: distances in the game match the real place. Use this size for a faithful map.
- 8,000 meters is 1:2: twice the width of the real place fits in, and every distance in the game is half the real one.
- 2,000 meters is 2:1: a smaller area spreads over the whole square, and every distance is doubled.
- Sizes in between scale in proportion.
The whole tile is playable
The map has no separate background area: you can drive everywhere inside the tile. Keep the roads you want to drive on inside it.
The price of each processing task and each export depends on the tile size. See Task Unit prices.
Import terrain, imagery and vectors
After processing finishes, open the project in the Editor. In the import prompt, import the DTM, Imagery and Vector layers. On Vector, choose ETS2 Default Vector Mapping in Mapping collection.
That mapping sorts roads into major roads, local roads, service roads and tracks, and recognises ground cover, forests, fields, buildings, water, railways, power lines, street lights, fences, gates and rocks.
Imagery helps you check that roads, rivers and buildings line up with the real place; the export does not need it. Check a recognizable junction, building or river bend from above, then lower the camera to look at slopes. See Importing and Reimporting Layers for replacing source data later.
Prepare the terrain
Use Sculpt for local corrections, and Blur sparingly where the terrain looks stepped. Keep useful ridges, ditches and banks. Apply Roadbed to buffered road lines where the ground under a road needs smoothing, and Grade to building outlines on slopes.
The export cuts the ground away where it would cover a road or a railway, but it never fills a valley. Shape bridge approaches and the space under bridges yourself. Save a project version before broad terrain changes so you can go back.
Ground surfaces
Ground textures come from the vector mapping you chose at import: each ground rule, such as grass, fields, forest floor or sand, paints its own Euro Truck Simulator 2 texture, and ground outside every rule uses the mapping’s base ground, short grass by default. To use other textures, import with a custom vector mapping.
Narrow textured strips, under 10 meters wide, such as dirt tracks, are drawn as their own textured surface on top of the ground. A texture with no Euro Truck Simulator 2 version stops the export; choose a texture from the Euro Truck Simulator 2 collection instead.
Create lakes and rivers
Review imported water and draw what is missing. Then select the water and assign a rule in Collections → Water. The rules are Still water; Calm water; Open water, small waves; Sea; Muddy still water; River; Calm river; Rapids; and River, classic.
Lakes, ponds and the sea export as flat surfaces. River rules make a surface that follows the river downhill along its banks, and the export carves the river bed beneath it. All water uses the game’s still-water appearance, so the rule decides the shape of the surface rather than its look.
Imported water outlines do not become water in the game until you assign a rule. Inspect banks from the shore and check that river sections meet at sensible heights.
Roads at the map edge
When a road ends less than 50 meters from the edge of the tile, its AI traffic carries on to the edge, so vehicles can enter and leave the map there. The drawn road still ends where you ended it. Extend the road to the edge in the Editor to draw those meters too.