Exciting breakthroughs!
I started by taking the Planetfall heightmaps for hills and peaks. They basically turn these plot types into level plateaus.
In CIV4TerrainSettings.xml there are two parameters fPeakScale and fHillScale. These basically scale the heights of the two plot types as you'd expect. This is what I set them to:
Code:
<fPeakScale>0.36</fPeakScale>
<fHillScale>-0.30</fHillScale>
That minus sign makes all the difference. So instead of the hill heightmap adding to the height of the flatland terrain, it is subtracting from it. Together with the plateau Planetfall heightmap TGAs this means I can create level sinks in the terrain like so:
That's a ring of normal flatland surround a square of the inverted Planetfall hills.
I had scare when I found that none of the buildings were appearing in my sink cities, but this was resolved by setting iWaterHeight to 0 in CIV4TerrainSettings.xml:
Obviously, the next thing to do was to build a shield wall setup:
You should be able to see that the depression/sink is slightly lower than the desert surface.
Quite a nice feature of this is that if you put the inverted hill terrain next to a desert tile you get a nice little lip of raised land between the two. You can see some of that here:
If you're worried that the changes in height are too extreme, reducing them is as simple as moving the fPeakScale and fHillScale values closer to zero.
You may also have noticed the substance of my other breakthrough which is that we are really not using the terrain detail layers very well. The detail layers work like normals adding more texture over the flat 2d textures. In the screenshots I have updated Desert Waste and Deep Desert to use the Desert vanilla detail layer and pretty much all the other terrains to use the Peak vanilla detail, which seems the most rocky looking. The underlying terrain textures haven't changed so you can see how much of a different the detail layers can make.
I also had a rough stab at doing a salt pan:
If we wanted to implement this then I think the best way would be to turn Peaks into everything Hills are in gameplay terms, and then Hills can be renamed Sink or Depression. The reason for this approach is that I don't think that inverting the peak heightmap will work so well.
I can put together an experimental patch with this stuff so that people can get a feel for it.