Sorry for my long reply because I am speaking my mind.
Right, so the first video posted was created in the C4 engine, and by the looks of things, that engine features a world editor, its own shader editor, script editor, shader editor, shadow editor and their cheapest option costs $750
There is a lot of stuff created for you in that engine, just looking at the video I can see alot more going on that trees and terrain; there are atmospheric particles and an almost undetectable LOD system.
So in a word; no. DBPRO isn't going to give you all of that easily; and it will definately not run smooth on a common PC. IF you want sunshine, clouds, water, shadows and LOD ready from the word go, you're better off creating a MOD for a AAA title like the Counter Strike guys did with Half Life. Waste of time trying to compete for quality in DBP, not its strength, gotta use its strengths.
But you know what, it is about the user not the tool. Some people can't do jack with £5000 worth of equipment that I can do with £100.
Bert Monroy creates stuff in photoshop from scratch with pixels that look like they where created in 3DSMax. Ask him to create a tree or a building and he uses the most unexpected method to get it done in less than 10 minutes what would take me, a long time user, 1 or 2 hours. Look at his stuff and you'd think they where photographs.
The point is that you'd be having to working like that to achieve good in DBPRO, finding solutions using alternative means. Photoshop was not designed to create sky scrapers out of boxes and layer styles, but because Bert 'misused' the tools in wierd ways Adobe adapted photoshop to be more of a painting, 3D and CG effect tool. Now Adobe goes to him for feedback on what features to add to it.
So in DBPRO you'll spend your time finding ways to get around many limitations, filling in missing features and grey areas because DBPRO is low budget.
Think of Miyamoto (creator of Mario), he had crap loads of limitations; something like 8 colours, 32x32 pixels, 8 bits or something like that; Mario had to be a certain size in order to fit the sprite sheet into RAM along with all the other characters. They had to draw Mario's nose with like.. one pixel..; but they adapted to the limitations and created something out of it, ended up defining the industry.
Applying science, sometimes using tools in ways they where not initially designed for is required; EG: using particles as grass, sprites as dust particles, combinding things, combinding Dark Imposters with native LOD.
I actually used Imposters to work with Tree Party, but that took a day and needs optimization. You could do the same with TreeIT.
So if you think you will be programming the game for the next 4 months and will stick to it, you will probably figure it all out over time; you won't have a clue at first; I never do. I always end up finding a way, or end up finding out that the problem isn't a problem at all.
The good thing about DBPRO is that to create something unique, there is no need to do any work to water things down; might sound funny, but it sometimes sucks to have to configure and cut down intensive features of an engine to create something unique. Loads of games look realistic, but few look unique; being unique is the key with DBP because realism isn't its strength.
There will be more people logging into world of warcraft by the time you finish reading this sentence than there are people on this forum; yet their engine does not look realistic, some of their textures look over scaled, blocky looking characters, but it is fun to play.
Quote: "BUT ..... I do not understand -
1. How to design such a vast level and have access to individual trees, rocks, foliage and houses. Because I will need to add shader effects to those 3D objects at run-time through code when they are within the visible range. If you say I will have to do it using code only then the question is how to ascertain the precise location on the terrain - where to put the houses and how to create foliage and trees of varying density ?
2. If I apply shadow mapping shader to 10-15 trees visible within frustum area, will Dark Basic Pro be able to handle the rendering so that the frame rate does not drop to something non-playable.
"
You'll need to make a level editor or download one. FPSC maps for example are simply Dark Basic objects with sub objects. You can load your map from a 3D modelling program, and everything will be in place. You just need to create programs for each type of entity or item in such a map. For example, position the placeholder tree in the editor, load it in game, and load the real trees and replace the placeholders; add some random scaling, random texturing and bob's your uncle.
I don't think shadows will run smooth; note that Blitz Terrain 2 has its own render system, not a ordinary object, although you can convert it into one.
Evolved has a terrain system that integrates with his lighting system; it is DBP based and quite impressive.
I think you should speak with
this guy, his work is pretty impressive, he obviously knows alot about terrains and trees DBPRO. His work looks good for a DBP game, but it took a lot of work.