In this screen capture the palm plantations at Buna, on my modded New Guinea map, are filled out with the coconut palm versions of the 6x6 and 3x3 objects. This places thousands of trees for a minimal frame rate hit. Note how the treeline smoothly follows the gently undulating terrain, due to setting AlignToLand 1 for the static.ini entries. Note the additional plantation at the point of land in the distance; a LOT of trees are drawn here.
In use, the bulk of a plantation is fleshed out with the bigger 6x6 objects, the 3x3 version being used where needed around the edge. For further refinement, in places where the edge is well visible from, say, the airfield, one can place some number of the other palm trees, either singletons or in groups of 5, to mask the more geometric regularity these simple objects must necessarily suffer.
For desert maps, equivalent objects are provided which share the same texture color and tone as my desert versions of the palms.
Get 'em here:
https://www.mediafire.com/file/5hrjtk27zmriqk8/6x6_and_3x3_palm_tree_plantation_objects.7z/fileFrom the included readme file:
NOTE: If you have previously downloaded my New Georgia mod map with forest cover added, you may already have the first pair of objects (for use on Pacific maps) of the four listed below. If so, this mod fully replaces those, and adds a complementary pair of objects for use on desert maps.
Four new palm plantation objects, in very simple models for high frame rates. One pair is coconut palms for Pacific maps, the other 'date' palms for desert maps
In each pair, one object is a 6x6 array of trees and the other is a 3x3 array. By this scheme thousands of trees can fill a plantation for a much smaller resource hit than for the stock palm tree objects.
These objects have a small collision box in the middle, rather like a tall post, extending from the ground to the height of the trunks. This minimal collision box is to allow to shoot into a grove where vehicles might be stationed. At the same time, some chance of a plane collision is afforded, although a lucky path could have no such hits occur.
Again for minimal resource easement, there are no shadows.
If placing on non level ground, these objects will tilt as necessary to accommodate the sloping terrain. Avoid placing so that they will straddle any sharp/steep ridge line, as some tree trunk bases could end up sitting somewhat up in the air. And the overall tilting would look odd, too.
I provide a ground shadow, but in significant numbers this makes for a notable frame rate hit due to the use of transparency. And so the related line entries are rendered as ignored via "//" characters preceding each line. If you wish to use these shadows, simply remove all instances of "//" appearing at the BEGINNING of lines of data. And remember to alter the total vertex and face count number, as my remimder notes show.
Add to static.ini:
[buildings.House$Pac_Palm_Plantation_6x6]
Title Pac_Palm_Plantation_6x6
MeshLive 3do/ForestSides/Pac_Palm_Plantation_6x6/mono6x6.sim
MeshDead
AddHeightLive 0
AlignToLand 1
Body RockMiddle
Panzer 50.0
[buildings.House$Pac_Palm_Plantation_3x3]
Title Pac_Palm_Plantation_3x3
MeshLive 3do/ForestSides/Pac_Palm_Plantation_6x6/mono3x3.sim
MeshDead
AddHeightLive 0
AlignToLand 1
Body RockMiddle
Panzer 50.0
[buildings.House$Desert_Palm_Plantation_6x6]
Title Desert_Palm_Plantation_6x6
MeshLive 3do/ForestSides/Pac_Palm_Plantation_6x6/mono6x6_d.sim
MeshDead
AddHeightLive 0
AlignToLand 1
Body RockMiddle
Panzer 50.0
[buildings.House$Desert_Palm_Plantation_3x3]
Title Desert_Palm_Plantation_3x3
MeshLive 3do/ForestSides/Pac_Palm_Plantation_6x6/mono3x3_d.sim
MeshDead
AddHeightLive 0
AlignToLand 1
Body RockMiddle
Panzer 50.0