diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
new file mode 100644
index 0000000000000000000000000000000000000000..7bb2f677f3fe64c5ccc7db1c025b50317b68da30
--- /dev/null
+++ b/add_mesh_ant_landscape.py
@@ -0,0 +1,766 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+    'name': 'Add Mesh: ANT Landscape',
+    'author': 'Jimmy Hazevoet',
+    'version': '0.1.0 July-2010',
+    'blender': (2, 5, 3),
+    'location': 'Add Mesh menu',
+    'description': 'Adds a landscape primitive',
+    'warning': '', # used for warning icon and text in addons panel
+    'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+        'Scripts/',
+    'tracker_url': 'https://projects.blender.org/tracker/index.php?' \
+        'func=detail&aid=23130&group_id=153&atid=469',
+    'category': 'Add Mesh'}
+
+# import modules
+import bpy
+from bpy.props import *
+from mathutils import *
+from noise import *
+from math import *
+
+###------------------------------------------------------------
+# calculates the matrix for the new object depending on user pref
+def align_matrix(context):
+    loc = TranslationMatrix(context.scene.cursor_location)
+    obj_align = context.user_preferences.edit.object_align
+    if (context.space_data.type == 'VIEW_3D'
+        and obj_align == 'VIEW'):
+        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+    else:
+        rot = Matrix()
+    align_matrix = loc * rot
+    return align_matrix
+
+# Create a new mesh (object) from verts/edges/faces.
+# verts/edges/faces ... List of vertices/edges/faces for the
+#                    new mesh (as used in from_pydata).
+# name ... Name of the new mesh (& object).
+# edit ... Replace existing mesh data.
+# Note: Using "edit" will destroy/delete existing mesh data.
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
+    scene = context.scene
+    obj_act = scene.objects.active
+
+    # Can't edit anything, unless we have an active obj.
+    if edit and not obj_act:
+        return None
+
+    # Create new mesh
+    mesh = bpy.data.meshes.new(name)
+
+    # Make a mesh from a list of verts/edges/faces.
+    mesh.from_pydata(verts, edges, faces)
+
+    # Update mesh geometry after adding stuff.
+    mesh.update()
+
+    # Deselect all objects.
+    bpy.ops.object.select_all(action='DESELECT')
+
+    if edit:
+        # Replace geometry of existing object
+
+        # Use the active obj and select it.
+        ob_new = obj_act
+        ob_new.select = True
+
+        if obj_act.mode == 'OBJECT':
+            # Get existing mesh datablock.
+            old_mesh = ob_new.data
+
+            # Set object data to nothing
+            ob_new.data = None
+
+            # Clear users of existing mesh datablock.
+            old_mesh.user_clear()
+
+            # Remove old mesh datablock if no users are left.
+            if (old_mesh.users == 0):
+                bpy.data.meshes.remove(old_mesh)
+
+            # Assign new mesh datablock.
+            ob_new.data = mesh
+
+    else:
+        # Create new object
+        ob_new = bpy.data.objects.new(name, mesh)
+
+        # Link new object to the given scene and select it.
+        scene.objects.link(ob_new)
+        ob_new.select = True
+
+        # Place the object at the 3D cursor location.
+        # apply viewRotaion
+        ob_new.matrix_world = align_matrix
+
+    if obj_act and obj_act.mode == 'EDIT':
+        if not edit:
+            # We are in EditMode, switch to ObjectMode.
+            bpy.ops.object.mode_set(mode='OBJECT')
+
+            # Select the active object as well.
+            obj_act.select = True
+
+            # Apply location of new object.
+            scene.update()
+
+            # Join new object into the active.
+            bpy.ops.object.join()
+
+            # Switching back to EditMode.
+            bpy.ops.object.mode_set(mode='EDIT')
+
+            ob_new = obj_act
+
+    else:
+        # We are in ObjectMode.
+        # Make the new object the active one.
+        scene.objects.active = ob_new
+
+    return ob_new
+
+# A very simple "bridge" tool.
+# Connects two equally long vertex rows with faces.
+# Returns a list of the new faces (list of  lists)
+#
+# vertIdx1 ... First vertex list (list of vertex indices).
+# vertIdx2 ... Second vertex list (list of vertex indices).
+# closed ... Creates a loop (first & last are closed).
+# flipped ... Invert the normal of the face(s).
+#
+# Note: You can set vertIdx1 to a single vertex index to create
+#    a fan/star of faces.
+# Note: If both vertex idx list are the same length they have
+#    to have at least 2 vertices.
+def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
+    faces = []
+
+    if not vertIdx1 or not vertIdx2:
+        return None
+
+    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
+        return None
+
+    fan = False
+    if (len(vertIdx1) != len(vertIdx2)):
+        if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
+            fan = True
+        else:
+            return None
+
+    total = len(vertIdx2)
+
+    if closed:
+        # Bridge the start with the end.
+        if flipped:
+            face = [
+                vertIdx1[0],
+                vertIdx2[0],
+                vertIdx2[total - 1]]
+            if not fan:
+                face.append(vertIdx1[total - 1])
+            faces.append(face)
+
+        else:
+            face = [vertIdx2[0], vertIdx1[0]]
+            if not fan:
+                face.append(vertIdx1[total - 1])
+            face.append(vertIdx2[total - 1])
+            faces.append(face)
+
+    # Bridge the rest of the faces.
+    for num in range(total - 1):
+        if flipped:
+            if fan:
+                face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
+            else:
+                face = [vertIdx2[num], vertIdx1[num],
+                    vertIdx1[num + 1], vertIdx2[num + 1]]
+            faces.append(face)
+        else:
+            if fan:
+                face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
+            else:
+                face = [vertIdx1[num], vertIdx2[num],
+                    vertIdx2[num + 1], vertIdx1[num + 1]]
+            faces.append(face)
+
+    return faces
+
+###------------------------------------------------------------
+
+# some functions for marbleNoise
+def no_bias(a):
+    return a
+
+def sin_bias(a):
+    return 0.5 + 0.5 * sin(a)
+
+def tri_bias(a):
+    b = 2 * pi
+    a = 1 - 2 * abs(floor((a * (1/b))+0.5) - (a*(1/b)))
+    return a
+
+def saw_bias(a):
+    b = 2 * pi
+    n = int(a/b)
+    a -= n * b
+    if a < 0: a += b
+    return a / b
+
+def soft(a):
+    return a
+
+def sharp(a):
+    return a**0.5
+
+def sharper(a):
+    return sharp(sharp(a))
+
+def shapes(x,y,shape=0):
+    if shape == 1:
+        # ring
+        x = x*2
+        y = y*2
+        s = -cos(x**2+y**2)/(x**2+y**2+0.5)
+    elif shape == 2:
+        # swirl
+        x = x*2
+        y = y*2
+        s = ( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) )
+    elif shape == 3:
+        # bumps
+        x = x*2
+        y = y*2
+        s = (sin( x*pi ) + sin( y*pi ))
+    elif shape == 4:
+        # y grad.
+        s = y*pi
+    elif shape == 5:
+        # x grad.
+        s = x*pi
+    else:
+        # marble
+        s = ((x+y)*5)
+    return s
+
+# marbleNoise
+def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
+    x = x / size
+    y = y / size
+    s = shapes(x,y,shape)
+
+    x += origin[0]
+    y += origin[1]
+    value = s + turb * turbulence_vector((x,y,0.0), depth, 0, basis )[0]
+
+    if bias == 1:
+        value = sin_bias( value )
+    elif bias == 2:
+        value = tri_bias( value )
+    elif bias == 3:
+        value = saw_bias( value )
+    else:
+        value = no_bias( value )
+
+    if sharpnes == 1:
+        value = sharp( value )
+    elif sharpnes == 2:
+        value = sharper( value )
+    else:
+        value = soft( value )
+
+    return value
+
+# Shattered_hTerrain:
+def shattered_hterrain( x,y, H, lacunarity, octaves, offset, distort, basis ):
+    d = ( turbulence_vector( ( x, y, 0.0 ), 6, 0, 0, 0.5, 2.0 )[0] * 0.5 + 0.5 )*distort*0.5
+    t0 = ( turbulence_vector( ( x+d, y+d, 0.0 ), 0, 0, 7, 0.5, 2.0 )[0] + 0.5 )
+    t2 = ( hetero_terrain(( x*2, y*2, t0*0.25 ), H, lacunarity, octaves, offset, basis ) )
+    return (( t0*t2 )+t2*0.5)*0.5
+
+# landscape_gen
+def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0]):
+
+    # options
+    rseed    = options[0]
+    nsize    = options[1]
+    ntype      = int( options[2][0] )
+    nbasis     = int( options[3][0] )
+    vlbasis    = int( options[4][0] )
+    distortion = options[5]
+    hard       = options[6]
+    depth      = options[7]
+    dimension  = options[8]
+    lacunarity = options[9]
+    offset     = options[10]
+    gain       = options[11]
+    marblebias     = int( options[12][0] )
+    marblesharpnes = int( options[13][0] )
+    marbleshape    = int( options[14][0] )
+    invert       = options[15]
+    height       = options[16]
+    heightoffset = options[17]
+    falloff      = int( options[18][0] )
+    sealevel     = options[19]
+    platlevel    = options[20]
+    terrace      = options[21]
+
+    # origin
+    if rseed == 0:
+        origin = 0.0,0.0,0.0
+        origin_x = 0.0
+        origin_y = 0.0
+    else:
+        # randomise origin
+        seed_set( rseed )
+        origin = random_unit_vector()
+        origin_x = 0.5 - origin[0] * 1000
+        origin_y = 0.5 - origin[1] * 1000
+
+    # adjust noise size and origin
+    ncoords = ( x / nsize + origin_x, y / nsize + origin_y, 0.0 )
+
+    # noise basis type's
+    if nbasis == 9: nbasis = 14  # to get cellnoise basis you must set 14 instead of 9 (is this a bug?)
+    if vlbasis ==9: vlbasis = 14
+    # noise type's
+    if ntype == 0:   value = multi_fractal(        ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
+    elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+    elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+    elif ntype == 3: value = hetero_terrain(       ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
+    elif ntype == 4: value = fractal(              ncoords, dimension, lacunarity, depth, nbasis )
+    elif ntype == 5: value = turbulence_vector(    ncoords, depth, hard, nbasis )[0]
+    elif ntype == 6: value = vl_vector(            ncoords, distortion, nbasis, vlbasis ) + 0.5
+    elif ntype == 7: value = cell( ncoords ) + 0.5
+    elif ntype == 8: value = shattered_hterrain( ncoords[0],ncoords[1], dimension, lacunarity, depth, offset, distortion, nbasis ) * 0.5
+    elif ntype == 9: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, depth, distortion, nbasis )
+    else:
+        value = 0.0
+
+    # adjust height
+    if invert !=0:
+        value = (1-value) * height + heightoffset
+    else:
+        value = value * height + heightoffset
+
+    # edge falloff
+    if falloff != 0:
+        fallofftypes = [ 0, sqrt((x*x)**2+(y*y)**2), sqrt(x*x+y*y), sqrt(y*y), sqrt(x*x) ]
+        dist = fallofftypes[ falloff]
+        if falloff ==1:
+            radius = (falloffsize/2)**2
+        else:
+            radius = falloffsize/2
+        value = value - sealevel
+        if( dist < radius ):
+            dist = dist / radius
+            dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
+            value = ( value - value * dist ) + sealevel
+        else:
+            value = sealevel
+
+    # terraces / terrain layers
+    if terrace !=0:
+        terrace *=2
+        steps = ( sin( value*terrace*pi ) * ( 0.1/terrace*pi ) )
+        value = ( value * (1.0-0.5) + steps*0.5 ) * 2.0
+
+    # clamp height
+    if ( value < sealevel ): value = sealevel
+    if ( value > platlevel ): value = platlevel
+
+    return value
+
+###------------------------------------------------------------
+# Add landscape
+class landscape_add(bpy.types.Operator):
+    '''Add a landscape mesh'''
+    bl_idname = "Add_landscape"
+    bl_label = "Landscape"
+    bl_options = {'REGISTER', 'UNDO'}
+    bl_description = "Add landscape mesh"
+
+    # edit - Whether to add or update.
+    edit = BoolProperty(name="",
+        description="",
+        default=False,
+        options={'HIDDEN'})
+
+    # align_matrix for the invoke
+    align_matrix = Matrix()
+
+    # properties
+    Subdivision = IntProperty(name="Subdivisions",
+                min=4, soft_min=4,
+                max=1024, soft_max=1024,
+                default=64,
+                description="Mesh x y subdivisions")
+
+    MeshSize = FloatProperty(name="Mesh Size",
+                min=0.01, soft_min=0.01,
+                max=100000.0, soft_max=100000.0,
+                default=2.0,
+                description="Mesh size in blender units")
+
+    RandomSeed = IntProperty(name="Random Seed",
+                min=0, soft_min=0,
+                max=999, soft_max=999,
+                default=0,
+                description="Random seed")
+
+    NoiseSize = FloatProperty(name="Noise Size",
+                min=0.01, soft_min=0.01,
+                max=10000.0, soft_max=10000.0,
+                default=1.0,
+                description="Noise size")
+
+    NoiseTypes = [
+                ("0","multiFractal","multiFractal"),
+                ("1","ridgedMFractal","ridgedMFractal"),
+                ("2","hybridMFractal","hybridMFractal"),
+                ("3","heteroTerrain","heteroTerrain"),
+                ("4","fBm","fBm"),
+                ("5","Turbulence","Turbulence"),
+                ("6","Distorted Noise","Distorted Noise"),
+                ("7","Cellnoise","Cellnoise"),
+                ("8","Shattered_hTerrain","Shattered_hTerrain"),
+                ("9","Marble","Marble")]
+    NoiseType = EnumProperty(name="Type",
+                description="Noise type",
+                items=NoiseTypes)
+
+    BasisTypes = [
+                ("0","Blender","Blender"),
+                ("1","Perlin","Perlin"),
+                ("2","NewPerlin","NewPerlin"),
+                ("3","Voronoi_F1","Voronoi_F1"),
+                ("4","Voronoi_F2","Voronoi_F2"),
+                ("5","Voronoi_F3","Voronoi_F3"),
+                ("6","Voronoi_F4","Voronoi_F4"),
+                ("7","Voronoi_F2-F1","Voronoi_F2-F1"),
+                ("8","Voronoi Crackle","Voronoi Crackle"),
+                ("9","Cellnoise","Cellnoise")]
+    BasisType = EnumProperty(name="Basis",
+                description="Noise basis",
+                items=BasisTypes)
+
+    VLBasisTypes = [
+                ("0","Blender","Blender"),
+                ("1","Perlin","Perlin"),
+                ("2","NewPerlin","NewPerlin"),
+                ("3","Voronoi_F1","Voronoi_F1"),
+                ("4","Voronoi_F2","Voronoi_F2"),
+                ("5","Voronoi_F3","Voronoi_F3"),
+                ("6","Voronoi_F4","Voronoi_F4"),
+                ("7","Voronoi_F2-F1","Voronoi_F2-F1"),
+                ("8","Voronoi Crackle","Voronoi Crackle"),
+                ("9","Cellnoise","Cellnoise")]
+    VLBasisType = EnumProperty(name="VLBasis",
+                description="VLNoise basis",
+                items=VLBasisTypes)
+
+    Distortion = FloatProperty(name="Distortion",
+                min=0.0, soft_min=0.0,
+                max=100.0, soft_max=100.0,
+                default=1.0,
+                description="Distortion amount")
+
+    HardNoise = BoolProperty(name="Hard",
+                default=True,
+                description="Hard noise")
+
+    NoiseDepth = IntProperty(name="Depth",
+                min=1, soft_min=1,
+                max=12, soft_max=12,
+                default=6,
+                description="Noise Depth - number of frequencies in the fBm.")
+
+    mDimension = FloatProperty(name="Dimension",
+                min=0.01, soft_min=0.01,
+                max=2.0, soft_max=2.0, 
+                default=1.0,
+                description="H - fractal dimension of the roughest areas.")
+
+    mLacunarity = FloatProperty(name="Lacunarity",
+                min=0.01, soft_min=0.01,
+                max=6.0, soft_max=6.0,
+                default=2.0,
+                description="Lacunarity - gap between successive frequencies.")
+
+    mOffset = FloatProperty(name="Offset",
+                min=0.01, soft_min=0.01,
+                max=6.0, soft_max=6.0,
+                default=1.0,
+                description="Offset - it raises the terrain from 'sea level'.")
+
+    mGain = FloatProperty(name="Gain",
+                min=0.01, soft_min=0.01,
+                max=6.0, soft_max=6.0,
+                default=1.0,
+                description="Gain - scale factor.")
+
+    BiasTypes = [
+                ("0","None","None"),
+                ("1","Sin","Sin"),
+                ("2","Tri","Tri"),
+                ("3","Saw","Saw")]
+    MarbleBias = EnumProperty(name="Bias",
+                description="Marble bias",
+                default='1',
+                items=BiasTypes)
+
+    SharpTypes = [
+                ("0","Soft","Soft"),
+                ("1","Sharp","Sharp"),
+                ("2","Sharper","Sharper")]
+    MarbleSharp = EnumProperty(name="Sharp",
+                description="Marble sharp",
+                items=SharpTypes)
+
+    ShapeTypes = [
+                ("0","Default","Default"),
+                ("1","Ring","Ring"),
+                ("2","Swirl","Swirl"),
+                ("3","Bump","Bump"),
+                ("4","Y","Y"),
+                ("5","X","X")]
+    MarbleShape = EnumProperty(name="Shape",
+                description="Marble shape",
+                items=ShapeTypes)
+
+
+    Invert = BoolProperty(name="Invert Height",
+                default=False,
+                description="Invert height")
+
+    Height = FloatProperty(name="Height",
+                min=0.0, soft_min=0.0,
+                max=10000.0, soft_max=10000.0,
+                default=0.5,
+                description="Height scale")
+
+    Offset = FloatProperty(name="Offset",
+                min=-10000.0, soft_min=-10000.0,
+                max=10000.0, soft_max=10000.0,
+                default=0.0,
+                description="Height offset")
+
+    fallTypes = [
+                ("0","None","None"),
+                ("1","Type 1","Type 1"),
+                ("2","Type 2","Type 2"),
+                ("3","Y","Y"),
+                ("4","X","X")]
+    Falloff = EnumProperty(name="Falloff",
+                description="Edge falloff",
+                default="1",
+                items=fallTypes)
+
+    Sealevel = FloatProperty(name="Sealevel",
+                min=-10000.0, soft_min=-10000.0,
+                max=10000.0, soft_max=10000.0,
+                default=0.0,
+                description="Sealevel")
+
+    Plateaulevel = FloatProperty(name="Plateau",
+                min=-10000.0, soft_min=-10000.0,
+                max=10000.0, soft_max=10000.0,
+                default=1.0,
+                description="Plateau level")
+
+    Terrace = IntProperty(name="Terrace",
+                min=0, soft_min=0,
+                max=100, soft_max=100,
+                default=0,
+                description="Terrain layers amount")
+
+    ###------------------------------------------------------------
+    # Draw
+    def draw(self, context):
+        props = self.properties
+        layout = self.layout
+
+        box = layout.box()
+        box.prop(props, 'Subdivision')
+        box.prop(props, 'MeshSize')
+
+        box = layout.box()
+        box.prop(props, 'RandomSeed')
+
+        box = layout.box()
+        box.prop(props, 'NoiseType')
+        if props.NoiseType != '7':
+            box.prop(props, 'BasisType')
+
+        box.prop(props, 'NoiseSize')
+        if props.NoiseType == '0':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'mDimension')
+            box.prop(props, 'mLacunarity')
+        if props.NoiseType == '1':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'mDimension')
+            box.prop(props, 'mLacunarity')
+            box.prop(props, 'mOffset')
+            box.prop(props, 'mGain')
+        if props.NoiseType == '2':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'mDimension')
+            box.prop(props, 'mLacunarity')
+            box.prop(props, 'mOffset')
+            box.prop(props, 'mGain')
+        if props.NoiseType == '3':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'mDimension')
+            box.prop(props, 'mLacunarity')
+            box.prop(props, 'mOffset')
+        if props.NoiseType == '4':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'mDimension')
+            box.prop(props, 'mLacunarity')
+        if props.NoiseType == '5':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'HardNoise')
+        if props.NoiseType == '6':
+            box.prop(props, 'VLBasisType')
+            box.prop(props, 'Distortion')
+        #if props.NoiseType == '7':
+        if props.NoiseType == '8':
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'mDimension')
+            box.prop(props, 'mLacunarity')
+            box.prop(props, 'mOffset')
+            box.prop(props, 'Distortion')
+        if props.NoiseType == '9':
+            box.prop(props, 'MarbleShape')
+            box.prop(props, 'MarbleBias')
+            box.prop(props, 'MarbleSharp')
+            box.prop(props, 'NoiseDepth')
+            box.prop(props, 'Distortion')
+
+        box = layout.box()
+        box.prop(props, 'Invert')
+        box.prop(props, 'Height')
+        box.prop(props, 'Offset')
+        box.prop(props, 'Plateaulevel')
+        box.prop(props, 'Sealevel')
+        box.prop(props, 'Terrace')
+        box.prop(props, 'Falloff')
+
+    ###------------------------------------------------------------
+    # Execute
+    def execute(self, context):
+        # turn off undo
+        undo = bpy.context.user_preferences.edit.global_undo
+        bpy.context.user_preferences.edit.global_undo = False
+
+        # deselect all objects
+        bpy.ops.object.select_all(action='DESELECT')
+
+        props = self.properties
+        edit = props.edit
+
+        # options
+        sub_d = props.Subdivision
+        size_me = props.MeshSize
+        options = [
+            props.RandomSeed,    #0
+            props.NoiseSize,     #1
+            props.NoiseType,     #2
+            props.BasisType,     #3
+            props.VLBasisType,   #4
+            props.Distortion,    #5
+            props.HardNoise,     #6
+            props.NoiseDepth,    #7
+            props.mDimension,    #8
+            props.mLacunarity,   #9
+            props.mOffset,       #10
+            props.mGain,         #11
+            props.MarbleBias,    #12
+            props.MarbleSharp,   #13
+            props.MarbleShape,   #14
+            props.Invert,        #15
+            props.Height,        #16
+            props.Offset,        #17
+            props.Falloff,       #18
+            props.Sealevel,      #19
+            props.Plateaulevel,  #20
+            props.Terrace        #21
+            ]
+
+        # Main function
+        verts = []
+        faces = []
+        edgeloop_prev = []
+
+        delta = size_me / float(sub_d - 1)
+        start = -(size_me / 2.0)
+
+        for row_x in range(sub_d):
+            edgeloop_cur = []
+            x = start + row_x * delta
+
+            for row_y in range(sub_d):
+                y = start + row_y * delta
+
+                z = landscape_gen(x,y,size_me,options)
+
+                edgeloop_cur.append(len(verts))
+                verts.append((x, y, z))
+
+            if len(edgeloop_prev) > 0:
+                faces_row = createFaces(edgeloop_prev, edgeloop_cur)
+                faces.extend(faces_row)
+
+            edgeloop_prev = edgeloop_cur
+
+        obj = create_mesh_object(context, verts, [], faces, "Landscape", edit, self.align_matrix)
+        # restore pre operator undo state
+        bpy.context.user_preferences.edit.global_undo = undo
+        return {'FINISHED'}
+
+    def invoke(self, context, event):
+        self.align_matrix = align_matrix(context)
+        self.execute(context)
+        return {'FINISHED'}
+
+###------------------------------------------------------------
+# Register
+import space_info
+
+# Define "Landscape" menu
+menu_func_landscape = (lambda self, context: self.layout.operator(
+    landscape_add.bl_idname,
+    text="Landscape",
+    icon="PLUGIN"))
+
+def register():
+    bpy.types.register(landscape_add)
+    space_info.INFO_MT_mesh_add.append(menu_func_landscape)
+
+def unregister():
+    bpy.types.unregister(landscape_add)
+    space_info.INFO_MT_mesh_add.remove(menu_func_landscape)
+
+if __name__ == "__main__":
+    register()
\ No newline at end of file