See my post that I posted at the same time as yours.
The script-fu actually leaves the greyscale heightfield as a layer under the coloured one. You could just use that
But if you've already got FT, it can do this sort of stuff right out of the box, no?
I don't have FT, but random HF generation is pretty basic, even Wilbur does it (and much better than GIMP), and my understanding is that Wilbur was the start code fro a lot of FT.
-Rob A>
Daniel the Neon Knight: Campaign Cartographer User
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That's interesting. I've got FT and thought that although you can convert FT maps to grey scale height maps (which I import into Bryce to make 3d maps - very handy), you can't actually make an FT file out of height maps because it uses vector point data (I think) like the USGS use to make their maps.
Not sure it can be done, but I'd love to see if it can.
Ok, I found the instructions:
To create the binary file:
For each contour level
To load the binary file in FT:
- Hide all layers but the contour level (or hide everything except the entities you want at a specific altitude level).
- Save AS a PNG file (JPEG is probably a bad idea) Note of the size that you're making - write it down.
- Next, start up a program like Photoshop or PSP.
- Create a grayscale image the same size as the output image (that's why you wrote it down!)
- For each output image (contour level) load it into something like Photoshop or PSP, convert to grayscale, preferably with the non-interesting areas black and the interesting ones as a dark gray (value 10 or so on a 0-255 scale)
- Optionally: blur the image slightly.
- Add the current contour interval to the growing image. Do this for each contour level.
- Save the file as a 256-color Window bitmap (BMP) file.
- Use Wilbur (included on the FT CD) to open the bitmap as a surface file (File->Open:8-bit BMP Surface)
- Scale the altitudes to the desired level (Surface->Point Process->Scale:To Range)
- Save the image as a Muse DTED file (a 16-bit binary format)
- Alternatively - save a copy of your CC2 map under a different name. Delete all of the symbols, text & non-contour stuff. make the sea & rivers Black & recolor all of the contours in shades of gray - starting with #242 at the coastline & increasing up as the contours go up.
- Some preplanning helps here. Separate the different contours by putting them on different layers.
- Remember each contour will be a different altitude. Once the map is grayscaled, export as a BMP 24bit file (write down the dimensions). Also note - you will get better results if you are working with your world map & not a section of your world map. FT maps are based on a sphere!
That's it. Your map should be present in the FT display.
- Use File>>New:Binary File. Select the DTE file you created and set the Per-sample info to 2-byte, LSB First, Signed, Header Length=1024, Line Width to image width*2 (the image with times 2), Width and Height to the image width and height, and Map Edges to the locations on the globe where you want the map to be placed (use Min/Max to find these coordinates)
The other big difference I noticed is that the FT map is a globe (2:1 ratio) and all "cuts" in the algorithm map to a globe. Using the GIMP noise algorithm (even seamless) would lead to pinching at the poles if mapped to a sphere. So it all depends on what you want to do with it.
-Rob A>
If you go into the menus to "Map" -> "Show Gaia", you'll get a better view with better colors.
You can also get a useful heightmap out of FT by going to "Map" -> "Show other Shader" -> "Show Bump map". Export that at a VERY large size, and use it for an image heightmap. This image is a result of importing such a height map into a Carrara terrain object, and placing the camera to a good looking area.
http://www.mgcjerry.net/Carrara6/winter.jpg
Anyway, for images mapped to spheres, I strictly use the 2:1 ratio. Of course, I map a lot of images to 3d objects, so you're milage will vary based on what the resulting image is for.