Traditional techniques are to make one or two settings, and paint it down. Painting it down can be done in several different ways, either high density settings with small patches painted around the map (Kham as an example here) or large areas painted with a low or medium density settings (Hades Peak as an example). For this tutorial we will see a mix of both painting techniques.
Let us start with a picture (outdated) of fool's road as it will cover two of the main aspects we should look at. To start off our comparison with will be between Fools Road and Nuijamaa we need to look at overgrowth counts, which I will remind you have throughout this tutorial. Fools Road contains 23,194 objects of OG as of PR 1.3, Nuijamaa on the other hand contains 10,059 objects of OG, yet still feels extremely forested. Now some screenshots to overview the visual difference.
Fools Road
Nuijamaa

As you can see Nuijamaa feels much more forested with less than half of the OG use, caveats being I used fir clusters on Nuijamaa and mine might have a bit more space that is unused. However, mine remains less than half, so I suggest continuing with this tutorial. Looking again at the Fools Road picture you can see several areas I wish to highlight.
Nuijamaa





In-game Creation
How to recreate this is fairly simple and only slightly more time consuming than the "easier" ways. Now comes the advanced portion of this tutorial.
type 1: woods
Code: Select all
Overgrowth.addMaterial woods 1
Overgrowth.setActiveMaterial woods
Overgrowth.addType fir1
Overgrowth.setActiveType fir1
OvergrowthType.geometry fir_mixed01
OvergrowthType.density 4
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.15
OvergrowthType.minRadiusToOthers 0.35
Overgrowth.addType fir2
Overgrowth.setActiveType fir2
OvergrowthType.geometry fir_mixed02
OvergrowthType.density 4.5
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.2
OvergrowthType.minRadiusToOthers 0.3
Overgrowth.addType shrub
Overgrowth.setActiveType shrub
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 1
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType birch1
Overgrowth.setActiveType birch1
OvergrowthType.geometry birch_green_1
OvergrowthType.density 1.5
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.35
OvergrowthType.minRadiusToOthers 0.35
Overgrowth.addType log
Overgrowth.setActiveType log
OvergrowthType.geometry nc_deadlog01
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.4
OvergrowthType.minRadiusToOthers 0Code: Select all
Overgrowth.addMaterial woodsedge 2
Overgrowth.setActiveMaterial woodsedge
Overgrowth.addType fir2
Overgrowth.setActiveType fir2
OvergrowthType.geometry fir_mixed02
OvergrowthType.density 6
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.28
OvergrowthType.minRadiusToOthers 0.3
Overgrowth.addType birch
Overgrowth.setActiveType birch
OvergrowthType.geometry birch_green_2
OvergrowthType.density 5
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.35
OvergrowthType.minRadiusToOthers 0.35
Overgrowth.addType oak
Overgrowth.setActiveType oak
OvergrowthType.geometry nc_oak02
OvergrowthType.density 3
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.35
OvergrowthType.minRadiusToOthers 0.35
Overgrowth.addType bigshrub
Overgrowth.setActiveType bigshrub
OvergrowthType.geometry shrub_01
OvergrowthType.density 8
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0Code: Select all
Overgrowth.addMaterial lowplay 3
Overgrowth.setActiveMaterial lowplay
Overgrowth.addType fir1
Overgrowth.setActiveType fir1
OvergrowthType.geometry fir_mixed01
OvergrowthType.density 1.8
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.15
OvergrowthType.minRadiusToOthers 0.35
Overgrowth.addType fir2
Overgrowth.setActiveType fir2
OvergrowthType.geometry fir_mixed02
OvergrowthType.density 1.6
OvergrowthType.normalScale 0.05
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.35
OvergrowthType.minRadiusToOthers 0.35
Overgrowth.addType bush
Overgrowth.setActiveType bush
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 0.7
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Using this technique along with the fir clusters will cut down on your overgrowth numbers while feeling the keep of a dense forest, which I suggest you do. Thank you for reading the tutorial, I appreciate that you want to want to keep your map at high fps even for lower end computer users. But again I also want to reiterate that this is only one technique out of many.

