there is a delay hence the "working" messages (you can use the code from the first post to retain them) the main part of the delay is down to DB`s blur bitmap command which is painfully slow, you could remove it if you like but the scene gets very spikey, I used it to make a "gradient" between the different levels drawn onto the map, it isn`t what I would call finished, but as soon as I get the basics working I normaly lose interest in projects, I havent finished anything I have written since the mid 80`s, normaly I just erase my programs when I`m done with em.
press F3 and it will save the current bumpmap, texture and detail map to three files, you can save as many as you like, the original files will be something like
world detail_1_1.bmp
world texture_1_1.bmp
world map_1_1.bmp
and the number increases each time you save, the program keeps track of how many times it has been run and will save any future files with a different filename to prevent overwriteing, you can find the saved files in the project folder or wherever you run the code, they are handy for making quick terrains for tests or if you like the look of one you can import it into paint or some other package for tweaking by hand, the brownish red colouring was intended to be below the waterline (I think grass texture underwater looks silly) you can tweak the colourmap section to make the snow into rock or something if thats what you want by making it a darker grey or brown.
Mentor.
PC1: P4 3ghz, 1gig mem, 3x160gig hd`s, Radeon 9800pro, 6 way speakers.
PC2: Linux, AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
PC3: laptop, intel 2.6ghz celeron, ATI mobility 9000, 256mb