Create game rasters from Layers
In the Layers window, click the single + button and choose Raster. The creation dialog lists game templates available to the project. Farmlands is a grayscale raster at 0.5 pixels per meter. Foliage is an indexed raster at 2 pixels per meter. Both cover the playable area in FS22 and FS25 projects.
These are editable game-data layers, not imported imagery. Their canonical data is stored as tiles and only visible/nearby tiles are streamed into the browser.
Assign field numbers with Numerize
Select the Fields vector layer and open Modifiers -> Numerize. Keep one numeric attribute name for the complete workflow; the default is FeatureValue. Choose Top left, row by row for a predictable visual order or Current feature order to retain stable imported ordering.
Set Start value to 1 and Step to 1 for ordinary field numbering. Enable Overwrite existing numeric values only when intentionally replacing previously assigned IDs. Apply Numerize and inspect several fields through Attributes before rasterizing.
Rasterize fields into Farmlands
Select the Farmlands raster layer and open its Modifiers. Choose Rasterize, set Source layer to Fields, and select the same numeric attribute created by Numerize, normally FeatureValue.
Offset expands or contracts the rasterized footprint in meters. Fill polygon holes controls whether interior rings stay empty. Only empty pixels preserves existing nonzero farmland values, which is useful for several additive passes; turn it off when this pass must replace existing values.
Rasterize runs away from the viewport thread and publishes the changed raster tiles atomically. When field polygons overlap, the value from the nearest polygon center wins. Inspect both boundaries and representative field values after it completes.
Attach the game-specific foliage collection
Create the Foliage raster, select it in Layers, then open Collections -> Foliage. Choose the collection for the project game and apply it to the selected raster. The FS22 and FS25 collections map indexed raster values to their own game-specific foliage texture and model definitions.
After assignment, Paint and Fill Raster show values as index plus foliage name. Value 0 remains empty/no foliage. Do not treat the preview colors as exported color pixels; the indices are the game data.
Protect roads, water, buildings, and other exclusions
With the Foliage raster selected, open Modifiers -> Paint Lock Mask. Enable the mask and select vector layers whose polygon or buffered-line footprints must not be overwritten by foliage painting, such as roads, water, and built areas.
The selected vector geometry becomes a persistent protection mask. Polygon interiors and buffered LineStrings are protected; pixels outside remain editable. If a line has no Buffer, it has no area to protect.
Fill the foliage raster
Open Modifiers -> Fill Raster. Choose the base foliage index. Organic fill adds deterministic irregular islands using other collection indices; Noise adds sparse alternate values.
When Paint Lock is enabled, turn on Only allowed to keep protected pixels unchanged. The fill is generated deterministically from global raster coordinates, so adjacent tiles do not receive unrelated noise patterns, and it is published as one raster revision.
Use the raster Paint Tool afterward for local corrections. Painting and filling change stored raster values; changing the raster display color map does not.
Check the game rasters
For Farmlands, verify that every intended field has a nonzero ID, adjacent ownership areas have the expected values, and the values correspond to the field numbers. For Foliage, check exclusions around roads, water, yards, and buildings and inspect both the texture preview and Dense Meshes.
Use Raster Info when you need dimensions, used values, available indices, empty coverage, and stored tile coverage. It reads stored summaries and does not require loading the complete raster into the browser.
FS25 authors can use the GE10-compatible Map Toolkit field repaint/validation workflow when it is installed. GIANTS Editor 9 does not have that FS25 field repaint panel. For FS22, select gameplay > fields in the Scenegraph, then run Scripts > Map > Get Field Sizes and Scripts > Map > Toggle Render Field Areas. The generated foliage/fruit raster is already part of the export, so an FS25-style repaint step is not required.