Heightmap is an elevation canvas of your area for game engines: square, 16 bits per sample, linear and without gamma. The archive holds the SAME canvas twice — as a 16-bit PNG for tools that read images and as a raw .r16 (16-bit little-endian samples, no header) for tools that read a stream of samples. The canvas side comes from the Unreal Engine landscape sizes — 505, 1009, 2017 or 4033 pixels, 1009 by default. A sample on its own means nothing, so three numbers travel with the file: the minimum and the maximum elevation in metres and the ground side length — without them an engine cannot scale the map. They are shown in the order status and written as text into heightmap_info.txt inside the archive. Elevations come from the global Copernicus GLO-30 terrain model: source nodes are about 30 metres apart, and that step is visible on a game landscape. Attribution: produced using Copernicus WorldDEM-30 © DLR e.V. 2010-2014 and © Airbus Defence and Space GmbH 2014-2018 provided under COPERNICUS by the European Union and ESA; all rights reserved.
Key Features
About Heightmap PNG-16 Format
A heightmap is a picture in which the brightness of a point means the elevation of the ground. Game engines build a landscape from it: they read the square canvas, stretch it over a given area and raise the vertices by the sample values. Sixteen bits per sample means 65,536 elevation steps instead of the 256 of an ordinary greyscale picture: at eight bits a slope breaks into visible stairs, at sixteen it stays smooth.
We deliver the canvas in two shapes at once, with identical content. The 16-bit PNG opens in editors and viewers; it is linear, without gamma and without a colour profile — here the picture is a carrier of numbers, not an image for the eye. The raw .r16 file is the same samples one after another, little-endian, with no header: that is what Unreal and World Machine expect, as they need no image parsing at all. The canvas side comes from the Unreal Engine landscape sizes: 505, 1009, 2017 or 4033 pixels, 1009 by default.
Three numbers necessarily travel with the file: the minimum elevation in metres, the maximum, and the ground side length of the area. Without them the file is useless — a sample on its own only means a fraction between the lowest and the highest point of THIS canvas, and the engine has nothing to convert it into metres with. The numbers are shown in the order status and written as plain text into heightmap_info.txt inside the archive, so the scale is not lost even if the file travels into a project and sits there for years.
Honestly about the terrain. Elevations come from the global Copernicus GLO-30 model: source nodes stand about 30 metres apart on the ground, and that step is visible on a game landscape — small landforms do not fit into it. Above 50, 60 and 70 degrees of latitude the dataset thins the sampling in longitude, so in the far north nodes stand further apart horizontally. Where there is no coverage at all (the open sea) the canvas arrives flat, and the order says so in words: a flat canvas looks like a healthy file, and staying silent about it would pass a placeholder off as a plain. A heightmap must be square, so the ordered frame is expanded to a ground square: everything you selected is inside, while the short side picks up adjacent terrain. The resulting square is named by a number too — its side length in metres. Elevation data: produced using Copernicus WorldDEM-30 © DLR e.V. 2010-2014 and © Airbus Defence and Space GmbH 2014-2018 provided under COPERNICUS by the European Union and ESA; all rights reserved.
What Program Opens Heightmap PNG-16 Files
The following programs and applications can open, edit, and work with Heightmap PNG-16 (Unreal / Unity / Blender) (.heightmap.zip) files exported from OSM2CDR:
Format specifications
- Open standard
- 3D coordinates supported
- Lossless (no quality loss)
- No attributes
- Output: 3 files in archive
- A ZIP with a square 16-bit heightmap: PNG-16 plus the same canvas as raw little-endian .r16, in an Unreal landscape size (505/1009/2017/4033, 1009 by default), and a text file with the minimum and maximum elevation in metres and the ground side; heights from Copernicus DEM GLO-30, flat canvas where there is no coverage.
Who Uses Heightmap PNG-16 Maps
How to Export Heightmap PNG-16
How to Open After Export
- Unreal Engine — Landscape → Manage → Import from File: pick the .r16 or the .png from the archive, the engine takes the canvas size as is, and set the Z scale from the minimum and maximum in heightmap_info.txt.
- Unity — Terrain → Terrain Settings → Import Raw: Bit Depth 16, byte order Windows (little-endian), then set Terrain Width and Length from the ground side and Height from the elevation span.
- Blender (free) — drop the PNG onto a plane with a Displace modifier: the map works as a displacement map, pick the strength from the elevation span in metres.
- QGIS (free) — open the PNG as a raster just to look at where the elevations are; there is no georeferencing inside the file, the square frame is written in the companion text.
- Photoshop or GIMP — open in 16-bit mode only: converting to 8 bits destroys the 65,536 elevation steps and turns slopes into stairs.
Popular maps in Heightmap PNG-16
Get Heightmap PNG-16 (Unreal / Unity / Blender) map exports
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