Why not just change your export resolution in World Machine, then? Just change (or create a new) extents to have the same linear dimension but quarter of the resolution.
I think Worldmachine uses LSB for its r16 output but Photoshop might be changing it - I think I've had that problem when colloaborating with someone who uses it. Did you try with the WM output directly?
What's LSB? I didn't try wm output couse the minimum to make it work for me was 1024 size , for some reason it crashed under that so I resized just in PS the raw file and resaved as raw 16 bit.
Do you have an image of your heightmap?
here :
http://img833.imageshack.us/img833/7160/50146430.jpg
What size do you actually have in mind? Do you really need to use a heightmap? Can't you just raise your land with the the landscape editor?
As for "what's next to do after having the land ingame?" what kind of question is that? Populate it? Place textures, houses, rocks, trees, random clutter? Add interiors, NPCs, quests? Test the mod then release it?
A work by hand is tedious , long , unprecise , rough and not enough detailed , no serious landscape can be made just by hand if you want to have features like eroded terrain flows and similar features you need to work with tolls like WM or others...
As for the Kind of question it makes perfectly sense to know from other more experienced modders with the CK or people that tried already to know what is or not possible and what parts of the world to edit lik eregions , navmesh or other stuff that I yet didn't look into ....
My guess is, yes, he needs a heightmap: in-game terrain-editing is a nonstarter for anything other than smooth hills or final detailing. World Machine allows complex structures to be built in a tool that works, with proper erosion modelling.
And the question was, "What's next?" not "what's everything else that's left?" which seems perfectly reasonable to me. It should probably be getting the LOD to work before investing too much effort in the rest of the mod - but we know LOD's broken at the moment so I'd go with region generation. Even if just to put a texture on the landscape I think it's worth it because the region generator can blend textures with more subtlety than is really possibly by hand.
This
My experience with medium sized worlds differs. And gamesas didn't bother either, and used models for terrain details in Skyrim.
For a large continent-sized project you need some base terrain to get started and have a feeling for the dimensions, yes, but for a "small world" it's not worth the effort, IMO, unless you want to remake a real life location.
Since when is a computer more subtle than a human? A computer's job is to work off tedious repetive tasks, like filling the wilderness with random stuff, so that the human with his artistic sense can concentrate on the real places of interest. A "small world" shouldn't have any place for computer generated wilderness.
LOD is the last thing I would care about, because I won't hesitate to change land to suit my storytelling purpose (or simply on a whim)
I think you do not have a clear idea of what "tools" can do in terms of real landscaping , the hand is also required but to tune all diffeerent options in the tools then go manually inside the editor to fix , still a lot of work , but much better results ...
I like to get end-to-end workflow roughed out before I then repeat for detail. It stops any nasty shocks happening if you realize there's an incompatibility between what you're doing and the way a system operates. Personal preference, though.
In Oblivion region generator was great at layering textures, since you could define multiple influences and it would set the transparencies accordingly. I'm not that great an artist so I could never "paint" as well as it could - I just concentrated on cleaning up where it couldn't handle cell boundaries.
Personally, I didn't get on with l3dt - I like World Machine.
Anyway - back on-topic:
Another great gotcha on this subject is signed vs unsigned integer values. World machine and most graphics packages I've seen work with unsigned integers - there's not much meaning to a negative brightness, after all. Tesannwyn and the TES engine work with signed integers - with zero being sea level in Oblivion: now it's a negative value in Skyrim's Tamriel but you probably don't need to worry for a separate worldspace.
Anyway - if you have values in your source file that are over 50% brightness using unsigned integers then TesAnnwynn will interperet these as negative values. Try to constrain your world machine output to no more than the darker 50% of the range - stick in a clamp before your output.
That will possibly sort out your very small -s value as well: you're probably trying to compensate for a landscape that covers the entire vertical range.
Ok above is the map I used a reduced from 1024 to 256 size heightmap , I wanted 256 couse I didn't want a huge world to work on , but a small island that is belieavably big but not a nightmere to complete in a decent time ...
plus is a good start to learn landscaping than start straight with a supersized world and then leave it at half ...
My Idea was to create a northern Island in the Sea of Ghosts surrounded by Ice , thermal wheathered , smoothed by erosion of wind , ice , sea and volcanic force , have the Island be separated by the continend couse of the cold but the island is inabhited due to the thermal springs that keep it warmer than the surruounds , I planned to make a small hold there with a quest for my planned stuff , the kind of terrain shoul be a mix between the norhtern most ice lands and the yellowstonelike area of skyrim with a intermedium of the snowy lands ... so basically 3 regions types, I so did need to know how to manage regions , climates, areas , procedural scattering if there is any , seems the grass works like that .... etc ...
but first I need to get how to make the heightmap to work ...