Markers and Final Review

Create the FS22 or FS25 marker layer, place and rotate gameplay markers, then perform a focused pre-export inspection.

Create the game-specific Markers layer

In Layers, click +, choose Markers, and create the gameplay marker layer. The Editor uses the project game to create FS22 or FS25 markers in project-local coordinates. Only one current marker layer is needed.

Marker layers are vector layers specialized for gameplay nodes. They are not decorative 3D models and do not come from OSM.

Move and rotate markers

Select a marker from the Markers layer or click its sphere in the viewport. Move it with the ordinary vector point interaction. Use the marker rotation control to set its heading; the sphere and direction feedback make orientation visible before export.

Place markers on the finished road and yard layout rather than on imagery alone. Check that spawn and gameplay positions are on usable terrain, clear of buildings and water, and facing the direction a vehicle or player should begin.

Review terrain and water

Inspect the playable area from top-down, oblique, and first-person views. Look for terrain tile seams, unexpected pits, excessive blur, harsh road shoulders, water surfaces above banks, and water surfaces too low to meet the shoreline.

Toggle imagery and ground textures separately so a reference overlay does not hide the actual terrain or game meshes during review.

Review roads and placed assets

Drive the camera along representative roads. Check surface scale, edge and divider continuity, junction height, decals, tight turns, road ends, and places where a road crosses strongly sloped terrain.

Review automatic buildings individually where footprint matching is ambiguous. Preview electricity connections, fence corners, forest density, single-tree points, and Dense Mesh foliage at both near and far distances.

Review fields, foliage, bounds, and markers

Confirm that field numbers and Farmlands raster values agree. Confirm that Foliage uses the intended collection and stays out of protected roads, water, and built areas. Check the playable boundary and transition/background boundaries if the project uses them.

Select every gameplay marker once and verify position and rotation. Finally open the project checklist and manually complete Ready for export. That station records your decision only; it does not bypass the export requirements.