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Water level problem on height map

PostPosted: Tue Mar 18, 2014 2:46 pm
by raithe
I just started messing around with l3dt, I have a heightmap I drew which has all water as black and terrain starts the next grade above that (eg 1m). I would like to use this heightmap in an engine (oblivion) which assumes Black is -117 meters. Is there a way with l3dt I can select all terrain at 0m and then perform a perlin brush across it to randomize the ocean beds a bit? Like for example "Select all rgb 0,0,0. apply filter perlin to selected with min depth 0m max depth -117m" or something of that nature?

Re: Water level problem on height map

PostPosted: Fri Apr 11, 2014 2:21 pm
by Aaron
Hi Raithe,

Sorry, there's no nice feature like that in L3DT. The nearest match is the clip heightfield option, which can set all of your terrain at 0 metres to some uniform seafloor value (-20m, say), but you'd then have to edit the heightfield manually to smooth the drop-off at the water's edge.

Best regards,
Aaron.