minecrafty terrain

hi why my terrain is minecrafty ,i used terrain.party and gimp

I found that if I tried to import .png as “rgb 16bit”. This would result in stepped terrain.

You have to import your .png as" r 16 bit".

The problem is if you then try to use the terrain tools function to generate your terrain it will look really flat. To get around this you need to make a script that generates your terrain (see below) from the “r” value of the texture not the grayscale.

public class TerrainGenerator : MonoBehaviour { public Texture2D heightMap; public float depth; public float width; public float length; private bool terrainGenerating;

public void Update()
{
if (ControllerInput.NKey() & terrainGenerating == false)
{
StartCoroutine(GenerateTerrain());
}
}

public IEnumerator GenerateTerrain()
{

 terrainGenerating = true;

 Terrain terrain = GetComponentInChildren<Terrain>();
 TerrainData tData = terrain.terrainData;

 terrain.Flush();

 tData.heightmapResolution = heightMap.width;

 tData.size = new Vector3(heightMap.width, depth, heightMap.height);

 float[,] heights = new float[heightMap.width, heightMap.height];

 for (int y = 0; y < heightMap.width; y++)
 {
     for (int x = 0; x < heightMap.width; x++)
     {
         heights[x, y] = heightMap.GetPixel(x, y).r; //as opposed to heightMap.GetPixel(x, y).grayscale;
     }
 }

 tData.SetHeights(0, 0, heights);

 tData.size = new Vector3(width, depth, length);

 terrainGenerating = false;

 yield return null;

}

}