Export and GIANTS Editor
How to queue an FS22 or FS25 export, use the matching GIANTS Editor, apply the correct naming convention, and install it for testing.
On this page
- Queue the project game export
- Use Autogeneration for a quick starting map
- Do not put the raw export straight into the game
- Field stones in FS25
- Install the matching GIANTS Editor generation
- Open and save the generated map
- Choose a safe mod name
- Zip the contents, not the parent folder
- Install and test
- Final packaging check
Queue the project game export
Return to the project page and start the export for the project game. Choose the output size and the available game-specific template/settings, then queue the job. Export reads the current working terrain, editable raster tiles, vector features, persistent Buffer, Height Offset and Object Distribution settings, model placements, road assignments and junction decals, boundaries, and markers.
Both games offer a stylized overview choice. License plate prefix and Extended foliage are FS25-only settings and are intentionally absent from FS22.
The export runs as a background job. Open its detail page to follow progress and download the completed archive. If the project changes while a collaboration-safe snapshot is being captured, the export may retry rather than silently combine revisions.
If an older assigned team model contains a malformed or unsupported GLB, FS22 and FS25 omit that model and all of its placements, add one warning to the export log, and finish the rest of the map. Upload a corrected model and replace the assignment before exporting again when the model must be included.
Use Autogeneration for a quick starting map
The FS22 and FS25 export dialog shows how many saved edit actions the project contains. Autogeneration is suggested and enabled when there are fewer than 10. You can turn it on or off for any export. The choice affects that export only and does not rewrite the project.
When enabled, Autogeneration fills missing basics from the available source data: source-aware terrain smoothing, mapped ground textures, simple buffered road surfaces, water surfaces with automatic depth, forest tree distribution, building placement, fields, and farmlands. Fields and farmlands are clipped to the saved playable bounds.
The generated choices are deliberately simple. Buildings may be sparse or absent when no suitable source feature or game asset exists, road widths use fixed fallback sizes, and source data gaps remain gaps. Autogeneration does not create Road Constructor or Bridge Constructor geometry. Open the result in GIANTS Editor and review it before treating it as a finished map.
Do not put the raw export straight into the game
The downloaded package must be opened and saved in GIANTS Editor before it becomes your testable map mod. Extract the archive to a normal working folder. Do not edit files inside the zip and do not copy the untouched download directly to the Farming Simulator mods folder.
MapToPlay generates the terrain, I3D scene, roads, fields, farmlands, foliage, water, models, electricity, markers, XML configuration, previews, and referenced assets. GIANTS Editor is the official final authoring step for loading and saving the generated scene.
Field stones in FS25
FS25 exports prepare sparse locations where field stones can emerge after plowing or cultivating. These locations are invisible when you first load the map; they do not place visible stones across it.
Field stones follow the game settings. Keep Field Stones disabled in FS25 if you do not want this mechanic. Start a new save to test a newly exported map: existing saves keep their own stone data.
Install the matching GIANTS Editor generation
Download GIANTS Editor from the official GIANTS Developer Network downloads page. The GDN may require a free account and login. Read the Compatibility column rather than choosing the numerically newest editor.
FS22 uses GIANTS Editor 9; the official download table lists GIANTS Editor 9.0.6 for FS22. FS25 uses GIANTS Editor 10; choose the current FS25-compatible 10.x build whose compatibility row matches your installed FS25 version. Do not open an FS22 export in Editor 10 or an FS25 export in Editor 9.
Open and save the generated map
Inside the extracted export, open map/map.i3d in GIANTS Editor. Let referenced assets load, inspect the scene graph and viewport, then save the map from GIANTS Editor. Keep the generated folder relationships intact: map assets and shared assets use relative paths.
Check the terrain, road collisions and transitions, field definitions, water, buildings, trees, foliage, electricity wires, markers, overview, and any warnings shown by the editor. Make deliberate edits in GIANTS Editor if needed and save again.
Choose a safe mod name
Use the prefix that matches the target game: FS22_MyMap and FS22_MyMap.zip for Farming Simulator 22, or FS25_MyMap and FS25_MyMap.zip for Farming Simulator 25. After the prefix, use only letters, numbers, and underscores. Avoid spaces, punctuation, accented characters, and an extra version folder around the mod.
If you change identifiers inside modDesc.xml or related configuration, keep them internally consistent. Renaming only the outer zip is normally safer than casually renaming generated internal files and paths.
Zip the contents, not the parent folder
Open the finished exported mod folder and select the items inside it. Create the zip from those contents. At the root of the zip you must see modDesc.xml, map/, assets/, and the other generated root files or folders.
The wrong package contains one extra directory, for example FS22_MyMap/FS22_MyMap/modDesc.xml or FS25_MyMap/FS25_MyMap/modDesc.xml. Farming Simulator expects modDesc.xml at the root of the mod zip, not one folder deeper.
Install and test
Copy an FS22 zip into %USERPROFILE%/Documents/My Games/FarmingSimulator2022/mods, or an FS25 zip into %USERPROFILE%/Documents/My Games/FarmingSimulator2025/mods. Start the matching game, enable the map mod, and create a new save using the map.
Use a new save after structural map changes such as fields, farmlands, foliage, or placeables; an old save can retain state that hides whether the updated map is correct. Check the game log when the map does not appear or loading stops, then return to the extracted authoring folder, correct the issue, save in GIANTS Editor, and pack a new zip.
Final packaging check
Before sharing the map, open the final zip and confirm the root layout, then test that exact zip from the mods folder. Do not test an unpacked working directory and distribute a different archive.
- The final zip has no extra wrapper folder.
- modDesc.xml is at the zip root.
- map/map.i3d and referenced assets are present.
- The map was opened and saved with GIANTS Editor 9 for FS22 or a compatible GIANTS Editor 10 build for FS25.
- The exact final archive loads in a new save in the matching game.
- maptoplay.json is retained with the DTM, imagery, and active vector provider names, licences, official terms links, and attribution text available for this Project V2 export.