Hi Monks,
Thanks for the file. The problem is that the y=0 rows of pixels are set to -99999m, whereas the rest of the map is at ~5600 metres or above. What is the original source of the file? If you can't fix it there, you can fix it in L3DT by using the copy and paste feature to copy a 1-pixel thick row of pixels from y=1 to y=0.
As for the rendering in Sapphire; the camera starts at a few hundred metres above the (x,y)=(0,0) corner of the map, which for this map will be way down in the hundred kilometre deep trench at y=0. Thus, all you'll see initially will be the big wall going up to the 'normal' terrain at y>0. Moving the camera one step forwards would have pulled you up out of the trench, and shown you something like this:
I notice the map is
very flat. Here's the normals map:
The only readily visible features are those ridges, which look a bit weird to me:
Was this what you were expecting?
Cheerio,
Aaron.