Thanks Sivan your suggestions worked..
So using the Height map generator provided by oliver2s, I was able to generate a 2d map that I applied to a flat terrain as skin 1
then using the below code
int return_blue(ENTITY* ent, VECTOR* pos)
{
COLOR* clr;
clr = terrain_getpixel(ent,pos.x,pos.z,NULL);
if(clr == NULL) {return 0;}
return(clr.blue);
}
function tile_to_height(ENTITY* ent,BMAP* he_bmap,var altitude)
{
CONTACT* c;
COLOR* clr;
var num_Vert = ent_vertices(ent);
var current_vert;
var _tst = 0;
for(current_vert = 1; current_vert < num_Vert; current_vert++)
{
c = ent_getvertex(ent,NULL,current_vert);
_tst = return_blue(ent,vector(c.v.x,c.v.y,c.v.z));
//print_var(_tst);
c.v.y += 0.1 + (_tst * altitude);
ent_setvertex(ent,c,current_vert);
}
c_updatehull(ent,1);
}
I was able to deform the terrain to the height map,
the next step i am going to do is apply some code I have taking from the terrain tools demo done back in 2010 by Emre Sasmaz to color the height map and apply a multi-texture shader (most likely use the one HeelX provided) ... to give it its texture...
Im working on my dungeon generator for caves...and I wanted a quick way to generate the floor with out having to model a bunch of tiles....