A lot of people are asking questions about and having difficulty with importing terrains into TVEd.
We used World Machine www.world-machine.com to procedurally generate the terrains in the game. Once we had generated a macro for a particular style of terrain (e.g. wastelands or meadows), we could randomly generate terrains with the same basic properties and tweak it as needed. World Machine was also very useful in automatically generating alpha masks for the layers and decolayers. We could select a height or a slope and it would do the rest.
We also used a program called Leveller www.daylongraphics.com/products/leveller to convert the heightfield outputs from World Machine into 16-bit greyscale BMPs for TVEd. Note that you can use 8-bit greyscale BMPs for terrain, but they end up being rough and craggy with a "stepped" effect.
I'd also recommend having a look at Terragen www.planetside.co.uk/terragen for creating basic terrains, but I think the output would againm have to be passed through Leveller to transform it into the correct 16-bit greyscale BMP format.
We used World Machine www.world-machine.com to procedurally generate the terrains in the game. Once we had generated a macro for a particular style of terrain (e.g. wastelands or meadows), we could randomly generate terrains with the same basic properties and tweak it as needed. World Machine was also very useful in automatically generating alpha masks for the layers and decolayers. We could select a height or a slope and it would do the rest.
We also used a program called Leveller www.daylongraphics.com/products/leveller to convert the heightfield outputs from World Machine into 16-bit greyscale BMPs for TVEd. Note that you can use 8-bit greyscale BMPs for terrain, but they end up being rough and craggy with a "stepped" effect.
I'd also recommend having a look at Terragen www.planetside.co.uk/terragen for creating basic terrains, but I think the output would againm have to be passed through Leveller to transform it into the correct 16-bit greyscale BMP format.