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Hmmm...


Druid Bremen

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You can use a forest-looking skybox, and make some shaders that show trees but have an alphs channel so they look like tree "cutouts." Several layers of those shaders could give a good impression of depth. There's also a shader command..."deformVertexes autosprite2" that makes an image rotate about it's long axis to always face the player, that would give you the impression of a solid tree (since it would look like a tree-trunk no matter what angle it's viewed at).

 

Those are only good ideas for "background" trees. Foreground plants should probably still be models, or at the very least, a cylinder trunk with a "leaves" shader way up at the top.

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