Hello all and thanks for Downloading the paintable textures for FS2019
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So there is a few ways to add this to your original map, and I will try and explain it the easiest way I can.
There is also the need for the use of Notepad++ and being able to edit your maps i3d file With Notepad++, also knowing how to search for files within your i3d, and saving Once completed.

There is a Good few things to delete from your i3d, and also a lot to put back in.

SO IT'S IMPORTANT TO MAKE A BACKUP BEFORE EVEN ATTEMPTING THIS.

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O    O   O  O   O       O  O    O    O  O    O
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O    O  O    O  O       O  O    O    O  O 
OOOOO   O    O   OOOO   O   O    OOOO   O       YOUR MAP FOLDER FIRST, NO BLAME FOR ANYTHING GOING WRONG WITH YOUR WORK.
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I need to split these instructions into separate parts, to make it easier to follow and move to the instructions that would be more suited for all to use. But first her is what you should have in the ZIP.

1= mapUS                     ( folder containing all weight.png's)
2= terrain                   ( folder containing all textures required)
3= addedFullList.txt         ( Notepad++ to open and edit all entries required for paintable textures )
4= REAME.txt                 ( No need to explain your already reading it? )

THESE INSTRUCTIONS ARE FOR DELETE ORIGINAL FILES OUT FROM YOUR I3D (with Notepad++), ALSO ADDING FILES WITHIN YOUR EXISTING FOLDERS.

Okay let's begin

PS: it's handy to have your map folders ready for veiwing, and also confirming changes etc:

1st Task
open your maps i3d with Notepad++ and once loaded, click on the search icon top left and then click on Find, now type in the search bar "weight.png". Notepad++ will auto find the first entry for your 
weight.png files, which already exist in your map at present. As a example this is my first entry "<File fileId="136" filename="mapUS/asphalt01_weight.png"/>", and all of this line needs deleting. 
Now there maybe a good few of these weight.png files already in your map, but they all need to go (removed). So search for all that you can see and go back through the list if you have any doubt, 
the simplest way to do this would be, once you have gone down the list and you can't see anymore weight.png's, simpley scroll right to the top of the page and click with the mouse on the top line somewhere, 
now open the Find tool again if not already still open, and search "weight.png" again, if your result come up as "there is no "weight.png" files available" then you have completed the first task. If
it actually finds somemore, then simply just delete them until this task is completed. 

When you are finished this part, you may notice there is a blank line entry gap created by deleting the files, simply click at the left side of this gap and press backspace ONCE, this will close the 
gap and also move the flashing cursor on the line above at the end, PLEASE make sure not to delete the (End tag) from that line "\>, ***** THIS IS VERY IMPORTANT AS IT CAN STOP THE MAP FROM LOADING  *****


Now the actual wieght.png files need removing, and to do this simply open your map folder and the files will be located in either "maps/mapUS" or "maps/mapDE" or your own, *** NOTE *** if you have 
already started a map, you may have some information on the weight files for your map already, These need placing inside a temp folder so you can bring them back into the original folder once completed.
So in the same place right click on the mouse and add a folder, call this "A temp folder" so it keeps it at the top of the page, as there is a lot of weight files to place in here.
There is also a few other files inside this folder that need to stay, I will list these for reference but you may have more?

REFERENCE LIST

cultivator_density.gdm
fruit_density.gdm
grassFlowers_color.dds
grassFlowers_mask.dds
mapUS_dem.png
mapUS_farmland.grle
mapUS_preview.dds
pda_map_H.dds
terrainDetailHeight_density.gdm
tipColInfoLayer.grle
weed_density.gdm

So as said that list above has to stay within the maps/mapUS or mapDE folder, once you have taken your information data out, which will have drawings inside the black boxes, the ones without data is 
competely BLACK, and all these files need deleting from this folder.




2nd Taks
Now that all the "weight.png" files have been deleted, it's now time to delete the original textures from your map, NOTE "some maps redirect the textures back to your program files, if this is the case 
PLEASE GOTO 2nd Task Part 2". So if you have the textures in your map, they are going to be inside the "textures" Folder, hopefully in the same area as your i3d file "not that it makes 
any difference", okay so you still have your map i3d open with Notepad++, now search(find) "textures/terrain" and again Notepad++ will find the first entry of your search, NOW BEFORE you go start deleting 
there should be another folder inside the textures folder, this is named "ground" BE AWARE NOT TO DELETE THIS FOLDER OR ANYTHING INSIDE THIS FOLDER. So my own first search is eg:
"<File fileId="137" filename="textures/terrain/asphaltUS01_diffuse.png"/>", again your's might be the same but a slightly different path, but as before all these lines need to be deleted, ONLY the ones
directly inside the "Terrain FOLDER" and NOT the "ground FOLDER". Just as a example DON'T DELETE THESE LINES.

    <File fileId="212" filename="textures/terrain/ground/distance/acre_distance_diffuse.png"/>
    <File fileId="4" filename="textures/terrain/ground/distance/acre_fine_distance_diffuse.png"/>
    <File fileId="218" filename="textures/terrain/ground/distance/acre_fine_sprayed_distance_diffuse.png"/>
    <File fileId="215" filename="textures/terrain/ground/distance/acre_grass_distance_diffuse.png"/>
    <File fileId="220" filename="textures/terrain/ground/distance/acre_grass_sprayed_distance_diffuse.png"/>
    <File fileId="219" filename="textures/terrain/ground/distance/acre_plantedRows_sprayed_distance_diffuse.png"/>
    <File fileId="217" filename="textures/terrain/ground/distance/acre_sprayed_distance_diffuse.png"/>
    <File fileId="211" filename="textures/terrain/ground/distance/cultivator_distance_diffuse.png"/>
    <File fileId="216" filename="textures/terrain/ground/distance/cultivator_sprayed_distance_diffuse.png"/>
    <File fileId="221" filename="textures/terrain/ground/ground_diffuse.png"/>
    <File fileId="222" filename="textures/terrain/ground/ground_normal.png"/>
	
SO anything inside Ground is to be kept.
Right we will move on loads to do and people to see.

As mentioned before, once you think you have deleted all these entries, move the cursor close to the top and click, then search(find) "textures/terrain" and the only entries you should have are those 
in "textures/terrain/ground", if you have then this is the second Task Nailed !! Now we are moving!.

**** AGAIN  ****
When you are finished this part, you may notice there is a blank line entry gap created by deleting the files, simply click at the left side of this gap and press backspace ONCE, this will close the 
gap and also move the flashing cursor on the line above at the end, PLEASE make sure not to delete the (End tag) from that line "\>, ***** THIS IS VERY IMPORTANT AS IT CAN STOP THE MAP FROM LOADING  *****



Once the above is complete, you now need to remove the actual textures from your map folder, these are located in a similar or same path, maps/textures/terrain. Inside the terrain Folder 
as mentioned above is another Folder named "ground", LEAVE this and make sure to delete all other entries, so you only have the ground Folder insdie the terrain Folder. Reason we are doing this, 
is because the Giants folders have more texture slots, and I don't wish to mess the results up. So if you know what your doing and only wish to take the textures inside that is required, then you 
can do it that way also. This is only to simplify things for people that might not have a greater knowledge to complete it in this way.



IGNORE THIS NEXT PART IF YOU HAVE JUST COMPLETE ABOVE.

2nd Task Part 2
Right so you don't have any textures in your map, as they are based in your program files, this is not a problem as all you need to do is redirect your new entries, to your existing textures files.
As a example  "<File fileId="xxxx" filename="../../../../../Program Files (x86)/Farming Simulator 2019/data/maps/textures/terrain/animalMud01_diffuse.png"/>"
Make a note of where this path location is, as you will need to add it to your i3d entries soon. I would say copy and Paste it? but you are going to use copy and paste a lot, and there is a likely 
chance you may paste the wrong thing in, so we will keep it minimal, You could if wanted create a text file and paste it in there ready for when you need it.

So Now that you know this, go back to 2nd Task and continue along with the removal of your entries in your maps i3d.

Now I feel like I am getting close to the end? As if!

3rd Task
Okay we now need to remove some Layers and also the combined layers, as they are all going to be replaced.
So in Notepad++, click and search(find) "Layers", your result should find it as the Layers are quite away down, if they don't just as previous move the cursor right to the top and click, now 
search(find) again and this should now find the Layers section.
Now this task is simple and quick.
Simply note that the line <Layers> and the line <LayerCombiner defaultDepthScale="0" defaultSharpness="1"> STAYS --- NOT TO BE DELETED
Everything inside these 2 lines are to be removed
So you might have 68 lines or so to delete from the Layers line, and just underneath ther maybe 16 or more <CombinedLayer, use the mouse to highlight all these entries and delete them.

All you should have left once you have complete this, is something looking like this.

<Layers>
-------------DELETED LINES---------------------DELETED LINES-----------------DELETED LINES-----------------
        <LayerCombiner defaultDepthScale="0" defaultSharpness="1">
        </LayerCombiner>

Once you have done this, then your task for the i3d ATM(at the moment) is finished SO SAVE the i3d with the save icon top left, and keep it still open with Notepad++ for the moment.
********** IMPORTANT ***********
And if your not familiar with Notepad++ you can have more than 1 window loaded at anytime, so make sure your always working or saving the correct files.

ALSO DO NOT TRY AND OPEN YOUR MAP ATM, YOU MAY BREAK IT IN DOING SO


There is nothing to check at this stage, as the map is temporary broken. 

So let's begin putting it all back together again.

**************    NOTE     ***********************
People that are using the location of the program files for texture, DO NOT ADD UN-NEEDED FILES INTO YOR MAP.
The textures that are used are Giants, so all the textures in yours or anyones game should be located in your program files, so only the path needs adding, it's only when your 
adding new textures other than Giants, that you need to add a textures folder for the i3d to find them.


Right let's get back to it!
Inside the zip folder, you should have a folder called mapUS, now open it up and you will notice these are the weight.png files.

Copy and Patse all 163 weight.png files to your map folder, this is where you may have created a temp folder "A Temporary Folder" ie: maps/mapUS or mapDE. Once these are copied close 
these folders down for now.

Now open the text file "addedFullList" with Notepad++

This text file is split into 2 sections

fileId
Layers

Making sure your map i3d is still open also with Notepad++

We will now start and copy the 2 sections into your map.

In the "addedFullList" Notepadd++, highlight and copy the fileId's from the very start    <File    to the very end     <File fileId="3520" filename="textures/terrain/waterPuddle01_normal.png"/>
This is on lines   5 to 496

Now open your maps i3d and scroll to the very end of the fileId's in your maps entry.
Click on the last line entry at the end of the "EndTag" "\>HERE and press enter, This will create a blank line entry for you to past your copied fileId's into so they look lined up exactly as above.

Here is a eg: of the Blank line added.

<File fileId="306" filename="mapDE/weed_density.gdm"/>
<-----------------PASTE YOUR LINES IN HERE ---------------------> 
  </Files>

  
  
Once this is done just scroll upwards, just to make sure nothing looks out of place. 

When happy simply click on the screen anywhere in the fileId are, and then click search(find) "Layers"

Now open the addedFullList Notepad++ and do the same with layers and combined layers.

These are like 1 entry as they follow suit, but must be within the 2 lines left behind previous.

<Layers>
-------------DELETED LINES---------------------DELETED LINES-----------------DELETED LINES-----------------
        <LayerCombiner defaultDepthScale="0" defaultSharpness="1">
        </LayerCombiner>
		
Where it says DELETED lines, this is where you are going to Paste the added lines from the addedFullList Notepad++.

So from lines  503  to  714   Highlight these and copy them, now go into your maps Notepad++ and Paste them inbetween   <Layers>   and    <LayerCombiner defaultDepthScale="0" defaultSharpness="1">.

Now that this is done, make sure your mapi3d icon is highlighted on Notepad++, and press the save icon at the top left. 

At this point its good to close all things down and you can double check if needed to make sure all your entries have gone where needed.
Also at this point if you had started a map edit and wish to add your weight.png data files over, now would be a good time.

If there is something that has changed name in your original weight.png files, or your unsure what choice of 01-02-03-04 to use, it doesn't really make any difference, but Once in GE? these paintable 
textures are only small versions and look tiled quite a lot, it's the combined Layers that look better in game, and up until now I am not sure how to place this effect on the floor through a weight file, 
Not even sure you can! as the combined Layer is 01-02-03-04 randomly placed.


So Nearly complete 

Only thing left to do is Once all your added weight.png files are moved over, it's time to run GE and hope everything goes okay without errors, I have added this tutorial into a map twice now! 
so there is no reason why it shouldn't, as long as you followed these notes.

So if GE is open and you can see your map, FIRST thing to do is open the console window if not already opened, Click on window top middlish! and select console.

Once this is open sometimes its hard to read the full contents, so drag it out into the Scene window and just make sure there are no errors or warnings, you will have the info warning 
but we all have that anyways. If the console is good and error free!

THEN CONGRATULATIONS

You have now just added 221 paintable layers into your map.
Open Terrain window if not already open and in the TEXTURE LAYER drop down bar, click on it and scroll down to see all the paintable textures available.
Now enjoy and get mapping!!!

FOR THOSE WHO THIS DIDN'T WORK FOR 
I suggest starting over and making sure to read everything as is wrote, and hopefully second time lucky you will get this into the i3d and working.

Please feal free to ask questions in the support topic once you have tried.
I will only help people that have followed the INSTRUCTIONS, and give it their all to try and get this into GE.

PLEASE DON'T ASK ME TO DO IT FOR YOU'S
I just don't pysically have the time 

Good Luck Mapping Everyone.


OOO PS: the Generated Numbers for the fileId's "3000" "3520" and also the numbers within the weight - Textures - Layers will all change once the i3d is saved.
        Meaning if you open GE and close it without saving these numbers will stay.
		If you Open GE and doodle around and save GE, all the entries you have place will change in numerical order to your original i3d, so don't go looking for fileId="3000" 
		and expect it to be <File fileId="3000" filename="mapUS/animalMud01_weight.png"/>. as it will have been given a new generated number. animal01_weight.png will still be there, just not "3000"
		
		
Okay Now I am finished typing and what a experience!  Oo my fingers!