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Terrain creation inconsistant


klepto2
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If you create a Terrain in the Editor and load a heightmap, the heightfield is generated much to small. It seems, that the imported map is scaled between 0 and 1. Like in Leadwerks i would expect, that if a terrain scale of 100 is set, the imported heightfield should be in the range of 0 to 100. 

Currently this means, that if you import a heightmap you need to set the scale to 6000 or higher to actually view the heights. When you save those maps and reopen them, the height is correct but the scale is back at 100 again.

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  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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  • 2 months later...

I am not sure what the right solution here is. In Ultra I used 16-bit half floats for the terrain heightmap pixel format. Raw image files are usually stored in 16-bit unsigned integers, 32-bit unsigned integers, or 32-bit floats. For the unsigned integer formats, I have to know the desired vertical scale of the loaded terrain, and that information is not included in the raw heightmap.

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Maybe for import of heightmaps, ask for the minimum and maximum height in meters. This info comes with most terrain generators and also allows the calculation of "below sea level" (< 0) positions.  Maybe these values should be set to a default range of min= 0 and max = 100. 

  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
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