Oh. That's it... Thanks! I'll try that out and tell you if it's flat, or works, or whatever happens. EDIT: It worked. But it's flat like yours. So it must be a problem with terrain.party I assume? EDIT#2: I tried Occam's Razer's heightmap as well. It was also flat...
If you do figure out how to get around this, feel free to PM me. I'd love to make a map of my area or even the ravine on the property I live on. EDIT: Just tried my older heightmap I made in L3DT again to make sure it still works despite everything else being flat. It still works. EDIT#2: I put my heightmap from terrain.party into L3DT and it was there and I was able to edit it in the 3D editor. Wasn't detailed enough, but I saw a indent in the terrain following most of the ravine I was talking about. Tried it in drive again and it was still flat. I don't remember the way to directly export a heightmap from L3DT... So it was probably the exact same image. Doubt it would make a difference anyway if it came directly from L3DT.
Oops, I didn't mean to suggest that my heightmap would fix the issue, I was just offering an alternative to other services offering real-world location's height data.
Downloaded and sized a chunk of the Glacier Peak area and it came out flat as well. Re-named image to eliminate confusion on the file name ( spaces, hyphens etc.) with no success. My guess is the images are being processed in a way that is different than "normal". What that is I have no idea. Torque has no issues with the files themselves but it's not seeing the elevation data at all.
Okay everyone, so both heightmaps from terrain.party and the weird government thing both didn't work by default. I imported the one from terrain party into l3dt and then exported it again like when I generate a heightmap from there, like in fundadors tutorial. Put in game and viola! Worked like a charm. If anyone needs help with the importing/exporting, I will take screenshots of how I did it and post a mini tutorial in this thread.
Nice!....was going to suggest that but didn't because GIMP didn't do that. Strange. Please post what you did, I'd love to see how these work and look with materials. I might try importing these into WM and see if that works.
I'm not sure how to get the materials from the real world thing, I'm just going to use the heightmap.
That's exactly what I "did" and I thought it would work. I just never remembered/bothered finding out how to export the heightmap from L3DT after... Good job getting it sorted out! I will play with these heightmaps sometime soon.
After I got the heightmap in, I realized it was going to be very hard to make textures exactly where everything was in real life. I took Aboroath's idea of using the the google maps texture, and it looks great, thanks for the help everybody, I love ya!
Not sure what you mean by the google maps texture....my reference was to the WM macro created in that program. Are you getting a map "base texture " out of the google earth image??...I am intrigued!
A good looking texture that you took from google maps? If this is what I think then I really want this... I just need to heavily modify the heightmap I got as it's not very detailed.
I pretty much just went onto google maps where I got my heightmap from, took a screenshot of the area in low quality (just so I know where the water and roads are) and made it into one huge ground terrain texture and painted it onto my terrain. Here's a screenshot of what it looks like so far in-game. BTW the google maps texture is REALLY low quality.
Since I'm learning how WM works this is an interesting concept, thanks for sharing! It basically functions exactly the same as a macro or basetex and can be used for the same purpose. Do you use the image as a diffuse in your terrain materials?
Both heightmaps on the first page were in incorrect format. They were 8 bit and RGB or Indexed color mode, when they should be 16 bit and greyscale mode. Easy to fix in Photoshop (Image > Mode) and probably most other image editors. A few pixels of blur after changing to 16 bits would help remove the roughness from the original low resolution and 8 bit color depth. 8 bit has only 256 levels, so there would be quite large steps on most maps without smoothing.
Wow, I completely forgot about the 8 bit thing. I just assumed everything was 16 bit these days. That totally explains why L3TD processing makes them work. I saw absolutely nothing on the Terrainparty site indicating what bit size they export in.