The render image is 1440 x 900
Here is what is happening in GenerateTRees():
nction GenerateTrees()
SetSpriteVisible(TreeSprite,On)
odds = Cells * 2
for i = 0 to MapSize-1
if ( mapTable[i].terrain <> Impassable ) and ( mapTable[i].team = Unoccupied ) and ( mapTable[i].base = False )
treeOdds = odds
for j = 0 to Cells-1
if mapTable[i+offset[j]].terrain = Trees then dec treeOdds,3 `increase tree chance; generate clumps
next j
if treeOdds = odds then inc treeOdds,15 `decrease tree chance if surrounded by Clear
if Random2(0,treeOdds) <= 3 `Tree?
mapTable[i].terrain = Trees
maptable[i].cost = cost[mapTable[i].terrain]
maptable[i].modifier = TRM[mapTable[i].terrain]
SetSpritePositionByOffset( TreeSprite,mapTable[i].x,mapTable[i].y )
DrawSprite( TreeSprite )
x = mapTable[i].x-NodeOffset
y = mapTable[i].y-NodeOffset
AddSpriteShapeBox(treeDummy,x,y,x+NodeSize-1,y+NodeSize-1,0)
endif
endif
next i
SetSpriteVisible(TreeSprite,Off)
endfunction
As you can see the function uses DrawSprite to place each tree.