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As a test, I've now switched to using the original 256x256 .tga converted to indexed color PNG - and it seems to produce very accurate polygons.
But you didn't use this method because of some problem with it that I'm missing?
(well, other than having to adjust a bit the origin coordinates in the .pgw due to the size difference)
What exactly prompted you to create a huge layer of zones in heightmap's size?
(I hope my terrible English doesn't confuse you)
Thanks in advance!
I can add a json export to the tool for that pretty easily, at least, assuming I finish and release it someday. Today is not that day, but maybe soon, IDK, still need to solve a few issues
https://imgur.com/a/x3xQ0Dg
I ended up writing up a decent summary of the file format, in the process of trying to talk myself into understanding it, might as well post it in case anyone's interested:
https://docs.google.com/document/d/1hJL2xCvnHT40zjKlKTJ5jyBQFcw5oxTBr-xcB3gFmT0/edit?usp=sharing
This data looks great, but are you willing to share the project you used to generate it? Or even any info you might remember about how the .level files are formatted and how to read them?
Any mod can add roads, so I think ideally, users should be able to install tons of mods, run a program, and generate their own personal customized map, with all the roads from all the mods they have loaded
I also slightly modified your xxxxxxM.csv files so that they would correspond to the new coordinate dimensions without the need to change the Y→Z axes when importing values - just "select file - confirm - continue". This saved me from the tedious micromanagement of import parameters every time I add a new layer while experimenting.
I will be glad to share them with you, because at the moment I am making a large cartographic manual for my modding team, I need comments from an experienced person like you.
(I also really hope that you do not mind "modifying" your data)
And beg me a pardon for my poor English
You are a godsend, good sir!