SOLVED: World Compisition- Force Absolute Position of Tiles

Also, I’d like to point out that maybe I’m doing something wrong. I’m going to attach a sample heightmap and an image where I outline the “0” altitude line to show that mine are almost entirely below sea level, despite the heightmaps showing the black value way further down.
I’m setting Z scale to 80 on import (200x200x80 x/y/z for full reference) due to not being able to afford a better version of World Machine and overall time spent cleaning up seams and LODs around seams as well as having to handpaint the material layers around seams (I have a total of 76 heightmaps for this one island, so it’s a lot of work and I don’t want to quadruple that, especially given this isn’t the only island.)

Edit: Can’t upload r16 heightmaps, so I’ll just use the “preview” output instead. These files are direct from World Machine btw.

The red line on the second image is my “sea level” at 0 on the Z coordinates. The very tip of the mountains is all that is actually above 0. The landscape is importing mostly below 0.

If you don’t immediately know what’s wrong, no sweat, I can work with what I’ve got. But I was curious if you might know off the top of your head what I did wrong.

Lastly, all of that is “above” sea level as I set. I’ll include a third image showing that I built my intended sea level into world machine. “Sea level” is the bottom 17% of the map as I have built it in World Machine. I wanted something very vertical (morrowind inspired of all things.)