Ground Textures and Roads

How texture-focused collections provide reusable surface assets for terrain, road, and mapping workflows.

What they contain

Ground texture and road collections are texture-focused libraries. They expose texture assets with names, previews, and storage metadata so the Editor and mapping rules can reference consistent surfaces instead of embedding texture choices directly into each project.

Vector mapping rules can point at texture assets through textureAssetId. That lets a rule such as a grassland, forest, road, or sand rule classify the feature and also provide the texture that should represent it during editing or export.

How they are used

The Collections page previews texture collections as item lists. In the custom vector mapping builder, a rule can choose a texture asset when the collection data exposes one.

When a custom vector mapping rule has no texture asset, MapToPlay can reuse the texture from a built-in rule with the same source name. This keeps a cloned mapping useful when you change its names, layers, categories, tags, or priority.

Create a custom FS22 or FS25 Road collection

Open Dashboard -> Collections, select Farming Simulator 22 or Farming Simulator 25, click New collection, and choose Roads on the Type step. Enter the collection name and access level, then continue to Package. Road collections use a downloadable package instead of the vector rule builder because road surfaces, line markings, junction slots, and decal textures must stay together.

Click Download default collection and extract the ZIP. Review schema.json and the referenced PNG files before changing anything. You can edit existing entries, replace their images, or add compatible entries. Keep schema.json at the archive root, preserve every path declared by the schema, and use PNG images for declared road assets. Repack the contents themselves into a ZIP; do not add an extra parent folder.

Drop the edited ZIP onto the Package step and save. The upload validates the package, safe file paths, supported asset and marking roles, junction orientation and slot values, duplicate names, required files, and size limits. A valid collection appears in the selected game’s Roads section and is immediately available from the Roads tab in the Editor.

  • Use Download current collection when editing an existing custom road library, so your next ZIP starts from the exact saved version.
  • Keep at least one diffuse road surface in the package; the Editor needs it as a usable road material.
  • If validation fails, correct the reported schema or file path instead of renaming files independently from schema.json.
  • Ground texture collections are still maintained platform libraries; the custom package workflow described here is specifically for FS22 and FS25 roads.