"Level15" creates 15 heightlevels of different brightnesses out of the 3 heightmap-levels, Plains, Hills and Peaks, by adding their overlay brightness to textures of 5 more diferent brightnesses. Download v3 5 texture brightnesses * 3 overlay brightnesses +1 oceanlevel = 16 final brightness-heightlevels. (this is a work in progress preview, fixing terrain textures and XMLs takes a while.) If ocean, plains, hills and peaks are not enough height detail this adds smoothness, you can easily see a change of 2 or more levels but a height change of a single level takes a closer look: (first version. A flat hill made out of 5 different PLAIN grassland textures) (second version. blue marble textures.) (third version, endgame minimap) The fake grassland-bumpmap and the civ4 minimap really helps the illusion of 15 different heights. The checker shadow illusion is its archnemesis (the hill is much darker than civ4 standart grass). The basic idea is that hills and plains just increase the brightness of the same texture below (they are overlay textures), and the textures below come in different brightnesses to add up to 15 different brightnesses in total. concept and reality: The right column in the left image, and the upper left square in the right image, shows unchanged textures in comparison. Large images of flat PLAIN-hills, For now only onlythey look good because of bad alpha maps in hills and peaks (in large): ---how it works: It adds copies of desertblend, grassblend, plainsblend, tundrablend and iceblend 5 times in different brightnesses (+0%, +5%, +10%, +15% +20% white) while all of them are 35% darker and have 35% more contrast (been brighter in earlier versions). Hills and peaks are replaced with an absolute white texture and an alpha map that adds 25% white for hills and 50% white on peaks so they are just representated by brightness (and 3D heightmap). - 35% brightness by default + 10% brighter (middle brightness) + 25% righter by hill (middle elevation) = normal brighness (only contrast suffers decrease, thats why we increased it from the start). The result is 15 different brignesses for desert, grassland, plains, tundra and ice. Darker versions have more contrast than brighter ones. It does not work as good on textres that already have a high saturation, like BLUE ocean. Target: The actual version is "level15" but the target is "level16", it will create rivers that only flow downwards (I always wanted waterfalls), volumetric oceans of variable height (ice ages decreasing the ocean level), and might enable detailed terraforming (dig a hole here for a canal and stack the earth on a hill for a wall, let the ocean flow trough the canal but not past your hill) and continental drift (I want rivers to be dynamically created by rain from clouds that move upwards on hills that change during the game).