Source Data and Terrain

How to import FS22 or FS25 project inputs and prepare working terrain with Plateau and Blur before carving water or roadbeds.

Import the DTM

Open the Editor after the DTM processing task has completed. If the selected DTM has not been imported, the import prompt lists it as Terrain. Import it to create a source terrain and the editable working terrain used by the Editor.

The working terrain is the important layer. Sculpting, Plateau, Blur, Depth, Grade, and Roadbed change working terrain revisions. Both Farming Simulator exporters read that working terrain; they do not return to the original DTM and replay your edits later.

Inspect the terrain from a low oblique view as well as top-down. A low-quality DTM may contain genuine stepped samples. Viewport detail changes the displayed mesh density but does not add real elevation detail to the source.

Import imagery

Import processed imagery from the same import prompt. Imagery is a static, terrain-fitted reference: use it to compare roads, fields, tree lines, water boundaries, and buildings with the source landscape.

Imagery is not the exported Farming Simulator ground-texture result. You may hide it while inspecting final game textures. If a newer imagery task is selected later, use the Reimport menu only when you deliberately want the Editor to switch its saved imagery baseline.

Import OSM vectors

Import the processed OSM source and choose the vector mapping collection for the project game. FS22 and FS25 have separate collections even though they use the same layer/category mental model. Review the import preview before applying it: the preview shows which mapped layers and categories will be created and how many points, lines, and polygons they contain.

OSM import creates editable vector layers for features such as fields, forests, water, buildings, roads, electricity, and decorations. The mapping collection decides where source features go. It does not assign every game model or build every road; those are later collection workflows.

Reimporting vectors is destructive to the current vector baseline and related derived work. Use ordinary Select and Draw edits for corrections; use Reimport only when replacing the source or mapping is intentional.

Apply Plateau before terrain subtraction

Open Modifiers from the editable working terrain layer and choose Plateau. Plateau adds the selected elevation to every terrain sample without flattening the terrain. Apply 20 meters for the normal FS22 and FS25 workflow.

The extra elevation is working room. Later Depth operations can carve lakes and similar depressions without forcing their floors below the useful height range. Apply Plateau once unless you intentionally need another complete-terrain lift.

Recommended value: 20 m. This is an actual terrain change and is included in working data; it is not only a viewport display offset.

Apply Blur at a source-appropriate strength

From the same working-terrain Modifiers panel, choose Blur. Blur processes the complete terrain across tile boundaries and publishes the result as one terrain revision, so tile edges are not blurred independently.

Choose strength from the visible quality of the DTM rather than map size. Start around 30–40 for visibly blocky low-quality elevation data, 10–15 for average data, or 3–10 for high-quality data. Inspect ridges, road corridors, and shorelines after applying it.

More blur is not automatically better. A value that removes stair steps can also soften ditches, embankments, peaks, and other useful terrain details. Undo during the current session if the result is too soft, or reimport the DTM only when you truly want to rebuild the terrain baseline.

Correct the vector footprint before shaping terrain

Use the Select Tool to move, insert, or remove vector nodes when an imported water polygon, field edge, road centerline, or building footprint is wrong. Use the Draw Tool to create a missing Point, LineString, or Polygon in the appropriate vector layer and category.

Do this before Depth, Roadbed, object placement, and road construction whenever possible. Those results use the current vector geometry, so correcting the source shape first avoids repeating derived work.