Before we begin operating in modeler we must first create a heightmap. A height map is a top down view of our landmass that will show how high and low our landmass is my adding more color for more height. So using any type of graphics progam (I used photoshop) create an image that is 512x512 and at a resolution of 300 pixels per inch. So we will now set our main backround to Neutral Grey (RGB 128,128,128). (The black was used just to show the difference height and color.)
We will now air brush our land onto the image using mid-high grey (RGB 192,192,192). This is just like our CSCI 040 project were we had to lightly add color, but here we are using more color to represent more height. You have to make sure that you use a gradual change from gray to white or the image will end up with wierd results. Once you have your general shape save it and move on to modeler.
Our first task in modelor is to create a polygon that is big enough and has enough polygons to smoothly show our hills and valley's. So click the Create|Objects|Box tab and open the numeric tool by pressing "n". Make sure that the box is centered on all axis by setting Center values to zero and that your are working in the Top (XZ) plane. Now set your Width and Depth values to 2km and your height to 0. Under the segments section give the X and Z axis 10 segments each.

Once all of your settings are in place hit "enter" to create your box polygon. Press "a" to autofit your object to make it easier to see. Now we have our base shape, but there aren't nearly enough plygons to show the detail of our height map. In order to fix this dilema we must SUBDIVIDE A LOT!!! Make sure your in polygon mode and open the polygon statistics window by pressing "w". You should have 100 polygons in your square at 4 vertices, but we need to have around 200,000.
We will now subdivide five times which will bring our polygon total to a grand total of 102,400. You'll find the subdivide tool under Construct|Subdivide|Subdide or just press "shift-D". The last one will take a bit of time to complete.
We're not done just yet though, we are now going to turn our 4 point polygons into 3 point polygons in order to avoid non-planar polygons when we add our heightmap. Press the Triple tool under Construct|Subdivide|Triple or "shift-T".
This brings our polygon count to 204,800. Also note that we should have 3 vertices instead of 4. We are now done using modeler. So save your object and send it to layout.
Our first task is to enable smoothing to help give us a good idea of how our model looks. Under the Surface Editor tab is a little box called smoothing. Make sure you have the box checked and keep the settings at default.
With that done we can close the surface editor and open the opject properties window. Make sure your in opject mode by pressing "shift-O" or pressing the tab on the bottom of the screen. The item properties tab is four tabs to the right of the Objects tab. Or you could just press "p".
Once this is done click the deform tab and open up the Displacement Map Texture box. (It's the little T box directly to the right of Displacement Map.)
Once in the Texture editor click on the image box and find your heightmap image. (HAVE YOU LOADED YOUR PLUGINS YET??? If you haven't be sure to go to Layout|Plug-ins|Edit-Plug-ins click the scan directory tab, select your plugins directory and hit ok. Now hit done and your all set.) After your imager is loaded into the Editor be sure to hit the automatic sizing tab, make sure the Texture Axis is set for the Y axis and the Texture Amplitude is 100 . Now click the "use Texture" tab and your all done!!!
To save your model with your heightmap we need to save it as a Transformed object. we can do this by going to File|Save|Save Transformed Object. Give it a name of your choice and your ready to add textures!