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Heightmap customization

github-actions[bot] edited this page Aug 27, 2026 · 31 revisions

The heightmap editor allows you to create and customize the heightmap manually, giving you more control over the world's terrain, unlike random generation.

To access the Heightmap Editor, you can either:

  1. Navigate to Tools > Heightmap in the menu. (Look at the image below)
  2. Use the hotkey Shift + H.
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Heightmap Editor Menu

Modes

The heightmap editor offers three different modes to choose from. Its recommended to save your map beforehand.

  1. Erase:

    • This mode regenerates all data on your map, including cultures, states, biomes, and more.
    • It offers the most customization features, such as the image converter and template editor.
  2. Keep:

    • This mode allows you to retain most of the map's existing data.
    • However, it does not allow changes to the coastline.
  3. Risk:

    • This mode allows you to keep most of the map's data while also allowing changes to the coastline.
    • Note that using this mode can potentially cause some errors.
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Modes

Heightmap Editor Features

The Heightmap Editor includes tools to help you create and customize your map. Below is a detailed list of all available features:

  • Paint Brushes:

    • Automatically opens and allows you to edit the map.
    • Use different brushes to draw and modify the height.
  • Template Editor:

    • Edit, load, or create templates for your heightmap.
  • Image Converter:

    • Convert images into heightmaps.
  • Preview:

    • Displays a monochromatic image of the map in the bottom left corner.
    • You can click the image to download it.
  • 3D Scene:

    • Opens the map in the app's 3D preview.
    • Allows for a more immersive view of the map's shape and features.
  • Render Ocean Cells:

    • Renders or hides ocean cells in the editor preview.
    • It does not enable or disable ocean cells in the map.
  • Allow Water Erosion:

    • Simulate water erosion effects on the terrain.
    • Adds realism to the map by shaping the landscape according to water flow.

Once you are satisfied with the heightmap, click Exit Customization in the bottom right. The map must have at least 200 land cells, and the Image Converter must be closed first.

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Features

Paint brushes

  • Raise: increases the height of cells in radius by the Power value; drag for continuous use.
  • Elevate: drag to gradually increase the height of cells in radius by the Power value.
  • Lower: drag to decrease the height of cells in radius by the Power value.
  • Depress: drag to gradually decrease the height of cells in radius.
  • Align: drag to set the height of cells in radius to the height of the cell under the cursor.
  • Smooth: drag to level the height of cells in radius towards the height of the adjacent cells.
  • Disrupt: drag to randomize the height of cells in radius based on the Power value.
  • Fill: click an enclosed water area or a same-height land area to create a cone-shaped blob.
  • Line: select two points to change the heights along a line — useful for ridges and trenches.

Sliders

  • Size: brush radius (1–100). Shortcut: + / -, or [ / ].
  • Power: brush intensity (1–10). Not used by the Align brush.
  • Power (Line tool): the height change along the line, from -100 to 100.
  • Randomness (Line tool): line jitter — zero makes the line as straight as possible.

Cells to change

A dropdown restricting which cells a brush may touch: all cells, only land cells or only water cells. Restricting to land or water prevents the brush from moving the coastline.

Footer Buttons

  • Undo (Ctrl + Z): step back. Works only within heightmap customization.
  • Redo (Ctrl + Y): step forward.
  • Rescaler: a slider that shifts all heights up or down.
  • Conditional rescaler: applies an operation to heights within a given interval — "if height is between X and Y, then do Z with operand V".
  • Smooth: smooths all heights a bit.
  • Disrupt: randomizes all heights a bit.
  • Clear: sets all heights to 0 (erases the map).
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Brushes

Template Editor

Please see Template Editor.

Image Converter

Once opened, you'll be asked to select an image from your files.

  • Upload Image:

    • Here you can upload a different image you’d like to convert into a heightmap.
    • Recommended are monochromatic images with black representing the ocean.
  • Auto-Assign Colors Based on Luminosity:

    • This option assigns the colors to heights based on their luminosity.
    • Good for monochromatic images.
  • Auto-Assign Colors Based on Hue:

    • This option assigns the colors to heights based on their hue.
    • Suitable for maps with differing colors.
  • Auto-Assign Colors Based on Generated Scheme:

    • This option assigns the colors to heights based on Azgaar's bright color scheme.
    • Ideal for maps made with the generator.
  • Set Maximum Amount of Colors:

    • Allows you to set the number of colors to quantize the image to (100 by default).
    • The converter may produce fewer colors than the requested maximum, depending on the source image and palette.
  • Overlay opacity:

    • A slider that fades the source image over the heightmap being built, so you can trace it.
  • Cancel the Conversion:

    • Cancel the image conversion and revert back to the previous map.
  • Complete the Conversion:

    • Fully loads the map into the Fantasy Map Generator.
    • All unassigned colors will default to ocean.

Colors are listed in two groups — Assigned colors and Unassigned colors. To assign a color by hand, click the color you want to edit and then pick the height on the slider above. Click an already assigned color to re-assign it.

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Converter

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