What Road Constructor creates
A MapToPlay road starts as an editable LineString centerline. Buffer supplies the radius from that centerline to either road edge, making the complete surface twice the chosen radius. Road Constructor assigns the surface, texture repeat, one to eight lanes, lane directions, edge and divider markings, and optional roadside elements. The Road tool then exposes generated junctions, road ends, islands, decal slots, corner gaps, and furniture slots.
FS22 and FS25 export turn those saved choices into game-ready road geometry and traffic data. The two exporters handle their required native files differently, but the authoring workflow in the Editor is shared unless a control explicitly says otherwise.
When a road feature has an assigned ground texture, FS22 and FS25 exports paint it beneath the constructed road footprint, including sidewalks, curbs, extra lanes, width transitions, and junctions. They leave unmeshed island centres and terrain beneath elevated bridge spans unpainted by that road. This does not change the separate Road Constructor surface material or paint unrelated roads without a ground-texture assignment.
1. Prepare connected road centerlines
Import roads with the correct Farming Simulator vector mapping or draw them in a road category. Use Select to move nodes onto the visible road center. Add missing nodes, remove bad detours, and make intended intersections share a connection. Turn on Snap and Preserve Connections while repairing the network.
Remove duplicate centerlines and very short fragments. A near miss, overlap, duplicate, or accidental shared node can create the wrong junction or traffic connection. Use a bridge height profile for an overpass instead of cutting a gap into its road centerline.
In the Editor, crossings involving a bridge profile do not form a junction when the road elevations differ by more than 0.35 meters at the crossing. Both roads keep their surfaces, curbs, gutters, and markings uninterrupted. This updates automatically when you move bridge height points or ramp ends, remove or undo a bridge, or change the terrain. The comparison uses road height at the crossing, including ramps, not the tallest bridge point or the viewport height scale.
Roads meeting at the same elevation remain eligible to form a junction even when both have bridge profiles. Junction pavement follows the connecting road heights in the Editor and FS22/FS25 exports, and overpasses keep their separate road surfaces. Bridge structures are still generated per bridge: inspect decks and supports from below where bridges meet, because the supports are not combined into a single interchange structure.
Inspect an asymmetric area with T-junctions, curves, dead ends, and crossings. A straight isolated test road cannot reveal reversed directions or connection mistakes.
2. Set road width with Buffer
In Layers or Objects, select a road category, several compatible road features, or one road. Open Modifiers -> Buffer and enter the Radius, then apply. Radius is half the final road width: a 4 meter radius makes a road approximately 8 meters wide. The centerline stays editable while the viewport shows the filled road footprint.
Use separate categories or feature-level Buffer when highways, streets, farm tracks, and paths require different widths. Road Constructor divides the complete buffered width into the selected lane count; it does not create a second independent width setting.
Check narrow bends and close parallel roads. An excessive Buffer can self-overlap, swallow an island gap, or merge nearby surfaces in ways the junction builder cannot interpret cleanly.
3. Shape terrain with Roadbed
With the buffered roads selected, open Modifiers -> Roadbed. Configure the road grading and shoulder blend shown in the panel, then apply. Roadbed smooths height along the centerline and blends the road edge back into surrounding terrain.
Correct lines and Buffer before this step. Roadbed changes working terrain; moving a centerline later does not automatically move terrain that was already graded. Apply conservatively, wait for completion, and inspect climbs, cuts, bridges, junction approaches, and both sides of the playable boundary from a low camera.
Road surface assignment and Roadbed are separate. A styled road without Roadbed can follow rough source terrain; Roadbed without a Roads assignment changes terrain but does not create the final road surface.
4. Choose the road target and collection
Open Windows -> Collections -> Roads. Select the road layer, category, multiple features, or one feature in Layers or Objects. The target summary shows the number of eligible roads and how many already have an assignment. Read any warning before continuing.
Choose a collection made for the project game. The collection determines which road surfaces, line markings, junction decals, island surfaces, gutters, curbs, sidewalks, and furniture models are available. If a control says the asset type is unavailable, choose a collection that contains that role rather than forcing an unrelated texture.
Set Traffic side to Right or Left for the project. This choice guides road and junction behavior; explicit lane arrows remain the final statement of travel direction for each lane.
5. Choose the surface and repeat
Select Road Constructor. At the top of the dialog, choose the base diffuse surface. Surface repeat controls how many road meters the texture covers before repeating, from 0.5 to 32 meters. Use the preview to avoid a visibly stretched or tiny repeating pattern.
The constructor remembers a useful draft for a collection, while each applied road target stores its own assignment. When editing existing roads, confirm that the target summary does not say mixed styles unless you intend to replace several different profiles at once.
6. Set lanes and travel direction
Set Lanes from 1 to 8. Road layout displays one arrow button per lane. Click each arrow to cycle through Forward, Reverse, and Unset. Forward and Reverse are relative to the feature’s stored line direction, so inspect arrows in the viewport instead of assuming OSM drawing order.
Configure every traffic lane explicitly. A normal two-way road usually has opposing arrows; a one-way road has arrows in the same travel direction; a non-drivable shoulder or decorative strip should not be invented as a traffic lane.
If arrows run opposite to the intended route, change the lane choices. Do not mirror the whole map or redraw unrelated geometry to compensate for one feature direction.
7. Add edge and lane markings
The Road layout preview has one line slot at each outside edge and one between every pair of lanes. Click a line, open Style, and choose No marking or one compatible marking from the collection. Repeat for every required edge and divider.
Use solid, dashed, double, or other styles according to the road design and collection names. The lane direction arrows are traffic instructions; the visible line marking alone does not establish traffic direction.
8. Add gutters, curbs, and sidewalks
Use the + control on the left or right side of Road layout to add roadside elements beyond the buffered road edge. Available types are Gutter, Curb, Sidewalk, and Outer curb. Each type can be added once per side when the collection contains its required texture.
Elements are ordered from the road edge outward. Select an element in the preview, choose its Texture, set Width from 0.05 to 6 meters, set Gutter Surface lift or the Height of a raised element from 0 to 0.6 meters, and set Texture repeat from 0.1 to 16 meters. Configure left and right independently for asymmetric streets.
A common built-up profile is road, gutter, curb, sidewalk, then outer curb, but add only what the real design needs. Check the total cross-section against buildings, field entrances, junction mouths, and the playable boundary.
9. Apply and inspect the road profile
Select Apply in Road Constructor and wait for the assignment to save. Close the dialog, keep Vectors and Meshes visible, and inspect the road from above and near ground height. Check surface scale, lane count, markings, roadside order, curves, terrain contact, and changes between adjacent road profiles.
Clear on the Roads panel removes styling from the current road target. It does not delete the centerline. Edit and reapply when only the profile is wrong.
Add one extra lane on a road side
With a styled, buffered road visible, select Road in Toolbox or press 7. Click the orange line at the carriageway edge, before the gutter and curb, to place a start sphere. Click farther along the same side of the same road for the end sphere. Click the outward-pointing arrow to add one lane between those endpoints. Click a sphere or press Escape to cancel before creating the lane.
The added lane inherits the road surface, lane width, outer road marking, gutters, curbs, and sidewalks. Its two ends taper smoothly into the original road. There are no separate width or transition settings. Roadside elements move outward on the chosen side; existing islands keep their own shape and expansion.
Place the endpoints at least 4 meters apart using the visible edge lines outside intersections. The span between them may pass through an intersection. Lane extensions cannot overlap on the same side, and a road can have up to 100 extensions. Choosing another road or side starts a new selection. Edge spheres cannot create islands or bridges; use the inner lane-divider lines for those tools.
Connect a branch road to the parent road centerline as usual. Junctions within a lane extension automatically use the widened road edges for the opening, edge markings, gutters, curbs, and sidewalks. You can add the extension before or after connecting the branch; no separate junction mode is needed. Straight and smoothed corner controls remain available.
After creation, the new lane area is selected. Click the continuous slot between the original road and the extra lane, then choose a compatible line marking in Collections. Arrow slots sit inside the added lane near both ends of its full-width section, with extra slots roughly every 50 meters on long extensions. Circular Road Furniture slots sit beside the lane at the same stations. Short extensions have one central station. Slots stay clear of the narrowing tapers.
Click an arrow slot to choose a compatible direction marking. Use Flip to reverse the graphic or Remove decal to clear it. Click a circular slot to choose and assign a sign or other Road Furniture asset. A visible slot takes priority over its extension polygon and outline; click elsewhere inside the added lane to select the whole extension. Slots, arrow markings, and assigned furniture follow the road height, including bridge ramps and raised decks.
An extension initially uses the direction of the adjacent original lane. With Road active, click its direction marker to cycle forward, reverse, and unset, or select the extension polygon and use Lane direction in Collections. Use adjacent lane direction restores inheritance; Direction not set is an explicit override. When the extension is selected, the panel controls direction and the viewport shows its marking and furniture slots. Lane direction and an individual decal’s Flip are separate settings.
To resize an existing extension, select Road and click inside its polygon away from the slots. A blue start handle and orange end handle appear at the taper ends. Drag either two-way arrow along the road to shorten or lengthen that end. The road previews the new shape while you drag, including on bridges. The other end stays fixed; handles stop at the road ends, a neighboring extension on the same side, or the 4-meter minimum length. Release to save or press Escape before releasing to cancel.
With the whole extension polygon selected, press Delete or Backspace, or choose Remove lane extension in Collections, to remove the added lane without deleting the original road. These keys do not remove the extension when a marking or furniture slot is selected, or while typing in a field. Remove marking empties only the continuous line slot. Creation, resizing, direction and marking changes, and removal support Undo and Redo; each completed resize is one undo step. Saved settings remain after reopening the project.
FS22 and FS25 exports include lane-extension surfaces, their roadside geometry, assigned line and arrow markings, and directed traffic paths, including on bridges. Same-direction extra lanes split from and merge into the adjacent lane. An opposite-direction extension needs usable junction connections; it does not merge into oncoming traffic.
Choose bridge supports
With Road active, select an existing bridge polygon and open Bridge Constructor in Collections. Select Pillars in the layout preview. Type offers None, Centered, and Full-width. None removes the generated pillars without removing the deck, abutments, or road height profile.
For Centered or Full-width, choose Shape: Circle or Rectangular. Centered creates individual round or square columns; Full-width creates supports across the lower deck, including any lane extension. Full-width with Circle makes a block with rounded ends. Choose Texture, Width or Thickness, and Spacing, then select Create structure or Update bridge.
Switching type or shape keeps individually moved pillar positions; changing Spacing regenerates them. Choosing None hides the pillar handles and keeps their settings for when you enable pillars again. FS22 and FS25 exports include configured decks, pillars, and abutments. Trapezoid-deck abutments follow the lower deck edge, and ramp ends meet the terrain cross-slope. A height profile without a configured structure raises the road but does not add supports.
10. Select intersections, islands, and road ends
Choose Road in Toolbox or press 7. The Roads panel reports how many intersections were detected. In the viewport, click an intersection, an existing island, or a blue road-end marker. The panel identifies the selected host.
A junction exposes orange corner handles, colored decal slots, and circular furniture slots. An island or road end exposes the slots that make sense for that host. Zoom close and use Top-Down when slots overlap; switch to a low view afterward to verify height and orientation.
11. Resolve junction surfaces and corners
When roads with different surfaces meet, use Surface on top to choose which connected road feature covers the junction. Select each road from the list and keep the one that produces the intended priority and material transition.
Click an orange gap between two road mouths. In Junction corner, choose Straight for a direct connection or Smoothed for a rounded transition. Repeat around the junction. Check that rounded corners do not invade buildings, fields, sidewalks, or another road arm.
12. Add crossings, hatching, stop lines, and arrows
Click a colored decal slot in the viewport. The Roads panel names the selected type, which can include Crossing, Hatched crossing, Stop, Give way / arrow, or another compatible direction/sign slot, sometimes for a specific lane. Choose one of the markings displayed for that slot.
Use Flip when the selected arrow, give-way, or directional graphic faces the wrong way. The button changes to Reset flip while flipped. Choose Remove decal to empty the selected slot. Repeat for each approach and lane that needs a marking.
Only compatible collection assets are shown. If the list is empty, the road collection does not contain a marking for that slot type. Change or extend the collection instead of using a visually similar but semantically wrong asset.
T-junctions also have one continuous through-line slot, and X-junctions have two, connecting the opposing road arms. Select a slot to open Lane marking and choose a solid, dashed, or other compatible divider marking. Each slot is independent; Remove marking clears it. Through-junction line markings are included in FS22 and FS25 exports.
13. Finish road ends
With Road active, click the blue marker at the open end of a styled road. Assign any colored end decal slots the same way as junction decals and use circular slots for signs or other furniture. A road end does not have Surface on top or junction corner controls because only one road mouth is present.
Use an intentional end treatment for dead ends, barriers, transitions to unmodeled tracks, and map boundaries. Verify that an apparently open end was not supposed to connect to another centerline; fixing the topology is better than decorating an accidental gap.
14. Mark the length of a road island
Choose Road and click the desired road once at the island start. The panel says Island start selected. Click the same road again at the island end. Select Island Constructor. To edit an existing island, click its viewport target and reopen Island Constructor.
Place both endpoints on the same styled road and leave enough length for the chosen transitions. Use Cancel island if the first marker is wrong. Clear island or Delete island removes only the selected island, not the road profile.
15. Set island surface, width, and road expansion
In Island Constructor, choose Empty or an island surface from the collection. When a surface is selected, set Surface repeat. Set Minimum width for the narrow part and Maximum width for the widest part.
Enable Expand road to push both road edges outward and preserve lane space around the island. Set Expansion transition from 2 to 50 meters to control how gradually the road widens. Leave Expand road off when the island should occupy existing paved width and narrower lanes are acceptable.
Check the total road width and nearby terrain, buildings, signs, fields, and junctions. Expansion changes the road footprint around the island and needs space on both sides.
16. Build island curbs, gutters, and sidewalk bands
Use + in the interactive island cross-section to add Outer gutter, Outer curb, Sidewalk, or Inner curb. The bands are mirrored on both sides of the island center. Select each band, choose its compatible texture, set Width, set Gutter Surface lift or raised-element Height, and set Texture repeat.
Bands appear in their required outside-to-center order. The combined width of both sides must fit within Maximum width; Create island or Update island remains unavailable when the bands are too wide.
17. Shape island ends and expansion markings
Open Endpoints. For both Start and End, choose Flat or Narrow, then Straight or Smoothed. Flat holds width to the endpoint; Narrow tapers it. Smoothed makes the transition rounder. Use full road length moves both endpoints to the ends of the current road and is suitable only when the island truly spans that complete feature.
When Expand road is enabled, open Expansion marking to leave the divider continuation or choose a hatched island marking. A custom hatched marking also needs a compatible Solid outline; choose it and set Marking repeat. If the warning says a solid line asset is required, add or choose a road collection that supplies one.
Select Create island for a new island or Update island for an existing one. Inspect both tapers, markings, traffic clearance, and the expanded road from above and at driving height.
18. Place signs and road furniture
With Road active, select a circular furniture slot at a junction, island, road end, or lane extension. Collections switches to Road Furniture. Choose a compatible furniture collection, choose Signs or Lights, then click an asset to assign it immediately. Use Remove model to empty the slot.
The slot gives the model an initial location and orientation. Select the placed model and use Transform or the available placement controls to move or rotate it when the default blocks a lane, faces away from traffic, floats, or intersects a curb. Reassigning the same asset preserves supported manual transforms.
To place guardrails, use the Road tool and click two points at least 4 meters apart on the same purple roadside line. The inner line sits near the beginning of the sidewalk; the outer line sits near its outside edge. Without a sidewalk, only the roadside line appears, just beyond the road edge and its gutter or curb. On a bridge without a sidewalk, it moves just inside the deck edge to keep the posts supported. Lines follow extra lanes and widened islands. The spheres mark the selected range and cannot create islands or bridges.
Collections opens Road Furniture -> Guardrails. Choose a collection and Family, then Apply guardrail. The collection image previews the family; after applying, the 3D guardrail loads along the selected roadside segment. The available FS25 steel family chooses its spans, end terminals, and posts automatically; there are no panel or gate choices. A complete family and two endpoints are required to apply. Guardrails follow terrain and bridge ramps or decks, use shorter rigid spans on bends, fit inside the selected range, and leave junction openings clear. The finished end can stop slightly before its sphere because the last span is not stretched to fill a remainder.
Click an existing guardrail line to select its run. Click an endpoint sphere, then a new point on the same placement line to reposition it; click Apply guardrail to save the change. Remove guardrail, Delete, or Backspace removes the selected run without deleting its road. Cancel clears the selection without saving a pending endpoint change. Creation, changes, and removal support Undo and Redo. Runs on the same placement line cannot overlap; a road can have up to 100 runs. Applying and removal are unavailable in read-only projects or while a road change is saving.
FS25 V2 exports include guardrail runs with their spans, end terminals, and final posts when the family has a compatible game reference. They follow the same widened roadside and bridge height as the Editor. Native parts keep their physical size when terrain height is scaled. The currently available steel family is FS25-only; it has no FS22-compatible export model. After changing a road shape, bridge height, or extra lane, inspect the joins and end positions again. If a guardrail model cannot load, reload the Editor to retry.
FS25 exports can reference official game furniture where the collection defines it. FS22 packages the compatible native resources required by its export. In both games, keep furniture inside the exported area and verify every sign in GIANTS Editor.
19. Validate AI traffic
The Forward, Reverse, and Unset lane arrows are the source for generated traffic lanes and junction connectors. Islands split traffic around their center and then reconnect it. Junction topology determines which lane routes can continue safely.
MapToPlay exports directed traffic routes on the road surface, including extra lanes and bridge ramps. Crossing roads at different heights stay separate; same-height junctions connect their lanes. Valid one-way links between complete networks are kept. Sections with no usable predecessor or successor, unsupported paths, or turns that are too tight are skipped without breaking the rest of the map. A visible road can therefore export without traffic if its directions or connections are incomplete.
Before export, follow each intended route in the viewport: confirm every lane arrow, both directions where required, connections through junctions, island clearance, and closure of loops. After export, confirm the Player Traffic setting and test traffic in GIANTS Editor and the game.
20. Final road review and export
Create a fresh FS22 or FS25 export after saving is complete. Open the result in GIANTS Editor and inspect road geometry, terrain contact, texture direction and repeat, junction seams, decals, islands, curb heights, signs, and traffic splines. Then test with vehicles in game. GIANTS Editor and the game are the final authority for native collision, visual, and traffic behavior.
- Centerlines are clean, connected only where intended, and have no duplicate fragments.
- Every road has the intended Buffer radius/full width and a reviewed Roadbed terrain result.
- Surfaces, repeats, lane counts, direction arrows, edge lines, and dividers are correct.
- Gutters, curbs, sidewalks, and outer curbs fit both road edges and nearby objects.
- Mixed-surface junction priority, every orange corner, and every needed decal slot were reviewed.
- Road ends are intentional; islands fit, taper correctly, and do not make bands or lanes overlap.
- Furniture faces traffic, touches ground, clears vehicles, and remains inside export bounds.
- Traffic lanes form the intended safe cycles and the project traffic option is correct.