Now open-sourced! Download it here!Hullo folks.
Thought I'd take a moment to show off my heightmap importing program for Dwarf Fortress - I should have it released in the week, barring no major bugs.
So, yeah, using this:

You import these:



And get this:

It handles all six fields you can draw in the map editor, and gives you tools to adjust contrast and stuff. It also supports image resizing, in case your map is huge compared to what DF can handle (although it's advisable to resize before importing, because the code's pretty simplistic).
So, yeah, if you ever wanted to battle over the USA, have rainfall patterns in the shape of Jim Adkins' head, or simply create a more Earth-like temperature gradient, with equator and poles, this is the tool for you.
It can be downloaded at http://dffd.wimbli.com/file.php?id=389This program requires .NET FRAMEWORK 2.0 TO RUNHow to use- Make sure you have one or more 24bit, preferably greyscale images (the program supports most standard formats such as BMP and JPG). Paint.Net is a great tool to draw these, or you can download them from the Internet. The program will dynamically resize the image for you, so it doesn't matter what size your original is - obviously, the bigger, the higher the detail's going to be. Colour pictures can be used, but the height of each tile is set to be an average of R, G, and B, so this can have weird consequences.
- Open the program, enter a map name into the "Map Name" box
- Pick your chosen dimensions, and choose the type of heightmap you want to use, and hit "Open Heightmap File". Find the relevant picture
- The program calculates each pixel through the simple formula - ((average colour) * Ratio + Offset). I've supplied some default arguments for these, to try and get the closest match to the default map editor settings, but dark or overly bright heightmaps might need these fiddled with. If you don't like the end result, fiddle with these on your next runthrough. For altitude, think of sea level as (100 - Offset) * Ratio - so adjust this number to around abouts the same as the darkest point of land in your image.
- Press "Process" to convert the image and store it in temporary memory. You can now import additional images for the various types, if you want
- When you've got all of your maps imported, hit the "Commit to File" button, and find world_gen.txt - it's in the data\init directory of DF. You might need to run the map editor at least once to have this file.
- Assuming nothing went wrong, boot up DF, load the custom map settings, and select your new file! You can now edit it further if you want to tweak some settings, or you can go generate it. You might need to zero out the minimums in the advanced parameters, because imported heightmaps often don't have everything DF wants
- Play the game. Show me screenshots. Send Toady money.
-Angry Lawyer