Here's two screenshots. One only a few degrees right and less visible trees (but thats no guarantee,sometimes it lowers the FPS even with 28-30 or less trees visible from close range.) but it fixes my FPS to 60. The other with a few more visible trees lowers it to 30.
And the second :
Model properties :
MDL 7
Skins = 1
Texture resolution : 256x512 pixels , 96dpi. , 24 bit. , 388kb. RGB (not shure about file type because I exported it to BMP) without Alpha channels.
Verts = 186
Faces = 277
Terrain :
Verts = 50x50
Triangle size = 100x100
Skins = 6
Skin 1 = Blendmap 3MB BMP , 1024x1024 pixels , 71dpi. , 24 bit.
Skin 2 = Sand 768Kb. BMP , 512x512 pixels , 96 dpi. , 24 bit.
Skin 3 = Rock 768Kb. BMP , 512x512 pixels , 96 dpi. , 24 bit.
Skin 4 = Grass 192Kb. BMP , 256x256 pixels , 71dpi. , 24bit.
Skin 5 = Grass
Skin 6 = Rock
All Terrain textures are external btw.
I wont post for the sky and water

because I'm getting sleepy , unless its urgent. If you want them too I'll post them tommorow.
Its strange that I have more than 80 trees with twice less polys and more than 400 other grass and plants objects , but it doesnt lower the FPS. If I change the trees to this tree or the not-modified palm tree (without any other models except terrain , water and sky cube) it slows down.
PS.: Trees further than 10000 quants become invisible thru script. They're 60 quants high scaled to 20x,20y,20z to get a better picture in your mind. I'm using a shader for the water too (reflective) and also the render2texture plugin. The trees have some material to fix the opacity or something like that , otherwise they dissapear most of the time (only certain parts of them wich intersect with the terrain).