Tree densities for map making

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rickier65
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Tree densities for map making

Post by rickier65 »


I'd like to get some input into what might be good guidelines for total # trees per sq km by woods type. I know there are lots of variables (such as tree type and size). I also know there are two things at work, both aesthetics of the map AND mechanics of the game.

I'll start by listing one possible distribution, but would like input. In table below I'll show the density per terrain type, the resulting trunk spacing and the resulting "clearance" assuming a spread of 10 meters. (5m radius)

Terrain density spacing clearance

Light woods -- 3,000 18m 8m

Woods -- 6,500 12m 2m

Heavy Woods -- 12,500 9m 0

Comments?

Thank you
Rick

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Mobius
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RE: Tree densities for map making

Post by Mobius »

Are you assuming a single tree type?
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rickier65
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RE: Tree densities for map making

Post by rickier65 »

ORIGINAL: Mobius

Are you assuming a single tree type?

No - mixed both species and size. And to expand on that, I imagine that the suggested densities should be a range rather than a single number. Perhaps with some brush thrown in as well?

Rick
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Mobius
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RE: Tree densities for map making

Post by Mobius »

Most people don't have the Mapmaker so they don't know what we are talking about.
I don't know how the spacing works. If it is spaced only for that tree species or for all trees in that terrain type regardless of species. And if the densities are additive.
Does two trees @ density of 4000 trees per sq k will have 8000 total trees?
You would think.
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rickier65
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RE: Tree densities for map making

Post by rickier65 »

ORIGINAL: Mobius

Most people don't have the Mapmaker so they don't know what we are talking about.
I don't know how the spacing works. If it is spaced only for that tree species or for all trees in that terrain type regardless of species. And if the densities are additive.
Does two trees @ density of 4000 trees per sq k will have 8000 total trees?
You would think.

Good point about lots not having MM. For spacing, this is just a number I calculated based on taking the total number of trees per sq km and assuming they were evenly distributred (which they are not in MM nor in nature.)

For diff species the densities ARE additive. ie Alder at 4000 density in light woods plus Birch at 4000 density in light woods results in a tree density of 8000. Clearance is based on assuming an average "drip line" extening out 5 meters from tree. BUT again both spacning and clearance are just numbers I calculated based on evenly distributed trees (which they arent).

I'm beginning to think that maybe the above numbers might be a little on the low side, but im not sure.

Rick



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Stridor
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RE: Tree densities for map making

Post by Stridor »

Rick,

You are correct, all objects (including autogen objects) are independent.

The factors which you can adjust in the MM autogen

1. Object density
2. Minimum distance between objects (from local object origin to origin)
3. If the object bound should wholly conform (ie fit within) to the underlying terrain color or just the object centroid
4. Object pitch/roll/rotation (fixed or random)
5. If the object should generate its own terrain color code on the AI map (normally set to "off" for autogen objects)
6. Object normality to terrain
7. Object sink / raise value

That pretty much allows you to generate almost any type of forest, debris pile, crater patern, field row, orchard, tree line, etc, etc you care to think of.

Deciding on forest density which will vary enormously in different geographical areas and dates is probably best handled by templates if they ever get made.

Regards

S.
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Mobius
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RE: Tree densities for map making

Post by Mobius »

I did some experiments with tree density and spotting.
Here are some findings:
1. When no trees tanks separated by 750m of key "woods" terrain can still spot each other.
2. When tree density is 1000 tanks can spot through about 640m of "woods" terrain.
3. When tree density is 10,000 tanks can spot through 105-115m of "woods" terrain.
4. When tree density is 5,000 tanks can spot through about 250m of "woods" terrain.
5. When tree density is 5,000 tanks can spot through 375-450m of "light woods" terrain.
6. When tree density is 10,000 tanks can still spot through "clear" terrain at any range.

Conclusion – trees polys only count in limiting sighting when on “woods” type terrain. But woods type terrain isn’t sufficient in restricting sighting. Tree polys on light woods terrain count less than on woods terrain.

Note “woods” means the medium green terrain type.


After all the testing with running a scenario to measuring sighting distances I found that just stringing the LOS tool will get just as accurate measure of sighting range of tank sized targets.
All your Tanks are Belong to us!
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