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Image to heightmap converter

Released under the GNU LESSER GENERAL PUBLIC LICENSE.

Download Windows version
Download source code

NOTE: Please read the Requirements and Issues and Limitations below before using this utility.

Requirements

This utility was a quick and dirty solution to convert heightmaps into AC3D meshes. It's a small utility with specific requirements (Windows platform, .NET, and DirectX 9). These requirements exist simply because those were the tools I had on hand in which to code the project within a short timeframe.

If you're on Windows and are not sure whether you have the Microsoft .Net Framework 1.1 installed, go to your Control Panel, and double-click the Add or Remove Programs icon. If Microsoft .NET Framework 1.1 is present, you're in good shape.

Otherwise, you can download .NET Framework 1.1 from Microsoft Windows Update, or you can get it here.

Similarly for DirectX, to get version 9, visit Microsoft Windows Update.

Sincerest apologies for the number of tools required to support such a simple app. As mentioned above, it was simply a case of using the tools I had available, and was not thinking of distributing the app at the time.

Issues and Limitations:

Description

Reads an image file in one of several formats (bmp, dds, dib, hdr, jpg, pfm, png, ppm, tga) and creates a 3D heightmap with vertices at those points. Useful for importing terrain.

Turns this:

into this:

Installation and Usage

To install, unzip the img2hm.exe to a directory of your choice and execute it. There are no registry entries or other settings written or altered by this executable.

Upon execution, you may use the following options to import an image.

Once all options are set, click Convert. You will be prompted for an AC3D file to output, which you may then open or import within AC3D.

NOTE: Start with small images. Images greater than 64x64 will suffer slowdowns within AC3D due to the sheer size of the vertex and surface data. For example, a 128x128 image will create a heightmap with 16,384 vertices and 16,129 surfaces (or 32,258 surfaces if using triangles instead of quads). Experiment to find the sizes that work for you.

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