You are completely right Exeat...
^_^ but for more controled textures I use texturemaker... =\ with the noise thingy... set to heightmap moutain... noise thingy = perlin noise... under generator =\ the moutain command without the lil square icon thingys... although its a good way to make your flat points look better... =\ Hrmmm in mine I have a value that represents the heighest point... so pure white would be that point... and everything inbetween is just in respect to the highest point... =\ ok... here lemme give you guys steps... oh yes... and I loved MatEdit back with the original darkbasic TDK...
1) You will need a max matrix height... something to scale the height off of...
2) Something to hold the values for the total Width and Height of the bitmap (100/100... 256/256) etc....
3) Something to tell the heightmap how many pixels of your heightmap represent 1 square... so 100/100 matrix would be a ratio of 1...
a ration of 2 would say that you want a 50/50 heightmap... or whatever... if its a 100/50 bitmap... it would be 50/25 matrix... you can also scale this up... so every 1 pixel = 4 squares... etc... except that makes kinda blocky unsmooth stuff if you don't do it correctly...
4) You are going to need a blur factor... this is a classic... if you have a jagged heightmap then this will make it smooth...
...
5) A scale... so if the scale is 30 then your matrix will be 3000 by 3000 in this case... (100/100 square bitmap)...
6) SET THE CURRENT BITMAP TO THE HEIGHTMAP AND LOCK THE PIXELS... VERY IMPORTANT...
7) Make a funtion that scans each pixel of the bitmap... =P gets its values...
... your going to need an array... of course... (remember the point(x,y) command.... =P...
8) Apply your blur factor... =\...
9) Apply the scale factor... and the max height... ^_^
10) Make the matrix... do the whole scale thingy... remember about the tile scale too...
11) Apply the heights to the tiles retrieving info from your array... and then setting the height...
12) Texture... an easy way... (like I use) would be to use Texture Maker... with the multilayer command... it makes excellent textures...
Then you just add some depth to it... by applying the Emboss heigh command... I do it three times... best effect... and set the source to the heightmap... then case a shadow using the default with a transparency of about ... 50%... ^_^ Mipmap it... and set the texture to 2... =\ Something about the UV data... it fixes skyboxes too... ^_^ Terragen is good for skyboxes...
EVERYONE LOVES THE PUFF!... =\