Hi!
Thanks. I´ve downloaded your editor, it looks very interesting. I will have to do some more testing, but from first impression it seems to create random hightmaps. Basically I need a tool, where I can create the terrain with roads and so on in a more intentional way (for RPG type game). Is there a recommended import setting for color weighting in MED?

@ nowherebrain:

When I import a colored bitmap in MED I can change the values for the RGB-channels:



This results in a different translation for the individual RGB channels.
I made a test and some terrains in which I used R*2 / G*10 / B*50.
In order to find out what happens, I imported a testmap:



The scaled up result in MED looks like this:



This gave me a range of hightvalues for

Red: 0-16,5
Green: 0-82.6
Blue: 0-412,9

These values will however depend on the size of the terrain.

The whole point about this is: I get a bigger and finer range of hightvalues.
I can use different colors for different purposes.
So I could avoid the stairs (see the pic from the first post), and I could create a terrain with great mountains but also fine details and there is also an advantage, when I create several terrain-cells that form a huge terrain with different areas.
It´s a little bit difficult to explain. But if you make a big gradient with grey values or one color alone it looks smooth for the eye, but in reality there are just 256 different values, and - especially, when the terrain is scaled up - there will be stairs, when there is a change.

So I hope, that there is a terrain editor somewhere in the universe, that can translate hightvalues in a colored picture with 24 bit. The best solution would be a common standard ...