cybernescence: yes you scale it in the two functions. im not sure if you use a raw or a normal heightmap, but its the same:
Normal heightmap:
saveheightmap("TerrainHeightmap.png","m.dat",0.40,16)
0.40 = scalefactor. ( if you get severe peaks, lower this ) , 16 = smooth amount.
Also there are so many different water levels in heightmaps , so if you want to raise the waterlevel just "brighten" the heightmap texture.
Its more easy with raw files, but again you can control the scale amount:
saverawheightmap("ggisland4.raw","m.dat",0.18)
0.18 = scalefactor , if you get severe peaks lower this value.
edit: ohh forgot , use these settings in unity.
Also remember in Gaia you will not be able to get "object" placement exported, only the terrain, also painting the terrain will not come from gaia it will be a GG Loader function, so you only get the terrain from Gaia.
3com: The procedural levels are different then that , it will make a level for you Try "randomlevel3.zip" from daily3d.com, that is what you get , so you end up with a level that you can modify add and remove from , just like a normal level , there is no on the fly stuff going on
best regards Preben Eriksen,