Procedurally loaded terrain data is producing big square chunk.

To the topic.

I’ve followed a video tutorial on procedural terrain generation from the famous Brackeys.
It is that I am not generating the terrain as he does in his video, I am merely loading it from a file with BinaryReader.
In his video the result is somewhat similar to what I see but he fixed it by casting int variables to floats.
The thing is I checked the output for SetHeights, it should produce something with the values.
From the official Unity documents it is said that SetHeights should be a value between 0 and 1, but not sure how this applies here, i’ve tried to quantanize the values in range of 0 and 1, but to no avail.

Maybe it’s just a matter of settings. Can anyone guess what it could be?

Tell me if you need more explanation.

As it happens really all my values had to be divided by 1000 because the values were off by that value. Everything works now!