Bump. Here's a work in progress shot of my 3d map. This shows the guide image I created by taking the elevation data and drawing over it with red and blue in photoshop. The red indicates the mountain ranges I have to edit and lift out of the terrain. The blue are major river systems from the original elevation data. If I keep most of these in mind I can use the high res original data as a detail map to apply to the final mesh.
The real world terrain is loaded under this in my editor (L3DT), but this shot had to be taken from such a high elevation that the only shadows from the real world terrain are the Dragon Mts way off to the right there.
Here's a couple of shots showing the highest peak of the Dragon Mts, and looking off towards where I need to edit in Mt. Bloodfire and the twighlight peaks. First one's an auto-color scale according to elevation. 2nd is the custom texture map I'm using.
Now I did something tricky with the elevation data. I multiplied it all by the Golden Mean (1.618), so that mountains and gorges are exaggerated and visible. Then I scaled it down by x10. So while the program shows this shot @ an altitude of about 1,000 m (3,200 ft), the correct altitude would be about 6180 m (abt 20,000 ft).
I'm working on an airship model right now to go with this, so that's important to keep in mind for me. Now back to work!