I'm somehow new to L3DT, but I find the Sapphire plug-in very useful for a heightmaps refining purpose.
Now, however, I'm facing a little problem that is probably not a problem for anybody except me: the newbie.
I'm trying to use L3DT to edit and refine a RAW heightmap that I'm going to use for a Skyrim worldspace.
At first I make up the heightmap through World Machine 2 and then I export the heightmap as a RAW and edit it with L3DT.
World Machine let's me set a world max altitude, which works as a divisor to scale the grey tones representing the terrain in the heightmap.
Max Terrain Height: 600 meters
Max World Height: 3000 meters
Terrain/World ratio: 600/3000 == 1/5
The tallest terrain feature will not be a full 255,255,255 white, but just a 1/5 of it, thus a 51,51,51 grey. (Roughly)
When I import the heightmap in L3DT I'm asked to set a min and a max terrain height so that the overall scale of the terrain features are maintained.
I noticed, however, that in L3DT the highest terrain feature is intended as the highest world height. This, alas, totally ruins the grey tones scaling when I subsequently export the heightmap.
Using my Skyrim worldspace's numbers:
Max Terrain Height: 234 meters + 17 meters (water level + tallest terrain feature)
Max World Height: 7471 meters (Skyrim engine 16bit RAW scaling)
So, when I use L3DT, I import a very dark heightmap that represents a 7471 meters "tall" world and I export a desert composed of 7471 meters tall dunes. Which is not playable. =\
So my question is: is there any way to tell L3DT that the whole world is 7471 meters so that the exported RAW heightmap's grey tones are consequently scaled?