Road Constructor, Junctions, Islands, and Furniture

Build complete FS22 and FS25 roads from editable centerlines, including roadbeds, surfaces, lanes, markings, curbs, sidewalks, junction decals, ends, islands, signs, and traffic.

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.

Do not draw both road edges as separate features. Draw one connected centerline for each actual road and let Buffer define the width.

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.

Keep a deliberate gap when two roads cross visually but should not connect, such as a bridge over another road. Remove duplicate centerlines and very short fragments. Road Constructor detects topology from the saved lines; a near miss, overlap, duplicate, or accidental shared node can create the wrong junction or traffic connection.

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.

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.

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, or road end. Collections switches to Road Furniture. Choose a compatible furniture collection and asset, then Assign. Use Remove assignment 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.

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 safe connected traffic cycles and skips an unsafe, open, or non-cyclic portion rather than breaking the rest of the map. A visible road can therefore export without a working traffic route when its arrows or connections cannot form a valid cycle.

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.