Quote Originally Posted by Centurion Cato
Ok here are my results using this tool.


My .hgt file is twice as big as the tga file, is that right?

Anyway i'll continue with my map, thanks! :)
Hum it's a little strange, but if you fully checked the map and it's all right...

In fact, the R:TW tga uses 24 bpp while the height-information is stored in 32-bit numerical values, so theoretically speaking the hgt file should be 4/3 the size of the tga file.
And my program reads every pixel for itself and then instantly writes the height info into the file (I'm not running another algorithm on the data later) so it shouldn't be able to produce any other information.
Unfortunately I forgot to include a check that the image has to be 24 bpp, so the program accepts pretty much anything, but it will most probably convert most of the map to water if the image file isn't supplied as 24-bit.
If you don't mind, I'd like to be sent your image file, by PM or maybe by email. Or you can upload it somewhere and just post a link.
If you want to send it by email, just drop me a PM and I'll send you my adress.

Oh, and as a little note about the heights:
I think I already stated in the that I am using a mathematical formula to calculate the height-information, and this is it. CA seems to have used some algorithm after calculating heights from the image file that evened out the whole thing somewhat.
I made the formula with some testing, until it delivered satisfying results. If anyone's interested in it, here goes:
21.17x - 0.05 * (x - 120)^2 + 1.0313^x + 720 = y (x is the blue-value, y is the height; this formula is only applied to tiles where all three color-values are the same, everything else is water)
This is a little complex for non-mathematicians but basically it boosts the medium ranges a little and then steepens mountains, which is why the greek mountains you see below (taken from Imperium: TW which Atheist Peace got to work in BI now) look really spiffy, and also ensures that total black (0 0 0) is represented as a height of 1.