Just got started putting into reality an idea I had years ago. This first post shows the rough beginning, after about an hour's work. And that project is making up a block of the layered forest, 100m on a side, to fill in any gaps that remain where the normal terrain tiling process does not permit to get the forest edge as close as desired without going too far. This is most useful for localized areas of interest, particularly airfields.
Unlike the usual layered forest, I've made the undersides of the layers visible. Although there are ugly artifacts from the alpha channel (which are not at all present for the top sides; hopefully I can fix that.)
Right now I have no collision box associated, which can be useful for accidental intrusion when taxying.
This particular object uses the same texture set as used for a couple of my Pacific map re-textures. For other maps, an appropriate texture set is advisable to use for best blending.
The full size forest textures cover a 200m square area. And so here I selected the central half of each of the 5 textures for the intended 100m size, then put those reduced pieces into a single mosaic so that just the one texture is used for all five layers. The top layer is the same 16m height as for the 'regular' forest.
In use, a few strategically placed 3D trees can make for a rather more natural look. The one particular row of trees object is good if one has the appropriate forest setting set in conf.ini, whereby these row of trees objects are 'converted' into the same pop-up 3D trees found elsewhere on the map.
This image is a 2-panel view, with one object plunked down on Munda field for easy visibility. Naturally, the object is set in static.ini so that it conforms to any slope on the terrain it would be placed upon. I will be cleaning up the straight edges, clipping away the partial tree segments for a more natural look.