@roaminggamer: I was after ideally the heightmap/texture numeric data so I could create my tile maps via the heightmap data.
Think the old D&D maps with he hex tiles, and I could bust out some random terrain from LibNoise, make a fake continent or whatever, and then convert it to tilemap like so:
The robust feature set from LibNoise generates the map and gives the corresponding heightmap info, color (customizable BTW colormaps), repeating texture (tileable) continent for wraparound (Think Sosaria from Exodus: Ultima III) along with a buncha other features.
That’s what I’m after. If I had to have my drothers, I’d go for the heightmap info datasets as a “must have” cause I can code the other stuff.
@adrianm: EXACTLY. But I was kinda sick of ‘faking it’ with perlin noise and other methods of creation. I’ve got sticky particle method of creation going, some basic smoothing/normalizing, but nothing like fault line generation, coastal areas, etc.
I used a C# version of libnoise a while back and it was pretty rad, I came across this implementation which looks like 9/10ths of the way there. Just don’t have the awesomeness to take it that last step of the way. Pooop!!
-Mario