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Hiightmaps


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World Machine and Terragen would be examples of procedural generators.

 

For manual editing you could use buildin editors from Unity or Blender for example.

 

For realworld hightmaps there are sites like https://terrain.party/

 

For procedural approaches (if you can program it) there are all kinds of fractal noise generators such as Perlin Noise.

 

https://www.redblobgames.com/maps/terrain-from-noise/

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Thanks For Your Reply Damo,

 

But i am still left with this question - Also will the hightmap / game support coastal areas or are we landlocked ?

 

I've made an island before; you use the water xml to set the water heights within coordinates, so you can say, use a heightmap that has a really low "coastline" and then tell the xml that those coordinates gets a water level higher than where you want the beach to start, and if say, you wanted a mountain lake, you could do the same...

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