@xplosys - Thanks, there is no repetition, the forest is divided up into sections, there can be any number of sections and each section can be completely unique (well as long as the texture for each group in a section is the same, I got around that by some tricky texture work lol).
There is no limit to the different number of sections, unfortunately though, when you start to reach a couple thousand different objects in DBPro, there is a serious hit of lag.
I could go into more detail as to how the terrain is actually generated, but it's pretty much just vertexdata commands that merges together as many objects into a single section. In this video, there are 8 different object groups (1 for bushes, 1 for tress, 1 for grass, ect.). The forest is made up of an 8x8 grid of these groups, so if you do the math, there is 8^3 objects total which is 512, which DBPro can handle well. There can be any number of groups and the grid can be of any size, it doesn't even have to be a grid, that's just how I have it set up currently.
An 8x8 grid is good enough for what I need, although originally I had it set up as 20x20 and that was way to big. The scale is 50x50 DBPro units for each section which comes out to be 400x400 units. It is scaled to be about 1DBPro unit = 3ft. Doing the math, I have calculated that if it were to be converted to real life dimensions, it would be 1200ftx1200ft or 1,440,000ft^2
EDIT: I forgot to mention, that number of objects does not include separate hi-detail objects that I use for the trees leaves when you get close to them, that creates an average of another 150 objects on screen
"What I have shown you is reality. What you remember, that is the illusion."