Trees, the final frontier! This tutorial is very rough and nebulous as thereâs multiple paths and I barely know the software myself, but it should give you a base to work off of and experiment. Also included is a set of test files that I made to experiment with the workflow.
You will need:
TSRW (I was using 2.0.88)
Speedtree
Photoediting program with DDS importer/exporter (i.e. Photoshop with Nvidia DDS Plugin)
Delphyâs MultiExtractor
S3PE
Speedtree can be found in the test files link below, or here:
Speedtree 4.2
Speedtree Tree Library
Tutorial & Test Files
Simple Edit
This deals with simple shape edits to a cloned speedtree file. It should work for both evergreen and deciduous trees.The yellow highlighted areas are the areas that you most typically work with.
1. Cloning & Exporting in TSRW- find an tree that you wish to edit and clone it (Trees are found under Buildtype), and under the âMeshâ tab, you can export the model along with all necessary texture maps. If you have a .package file, just export the _SPT file & the textures.
Rename the file from .bin to .spt (exporting from TSRW), or from .tree to .spt (exporting from S3PE).
2. Importing into SpeedTree- Open the .spt file and in the menu on the right, relink the texture files (under Maps > Preferences, disable composite maps to gain access first). From there on, you can make whatever tweaks you want to the file in the menu on the right, from tree shapes to tree textures.
3. SpeedTree Texture Generation- On the toolbar on the left, click Composite Map and generate a set of LOD billboards and composite maps TGA files using the âOKâ button on the lower right. This will generate a new .spt file with new LOD billboards.
4. TGA to DDS- When youâre done, save the file again. Outside the program, weâre now essentially working backwards to bring the edited files back into the game. Save the TGA files as .dds files in your photoediting program of choice, so that youâll be able to import them into TSRW or S3PE.
From here, thereâs two ways of working depending on whether or not one works- you can either import the file into TSRW, or import the file into the .package file with S3PE.
5A. Importing into TSRW- Under the âMeshâ Tab, you can import the .spt file into the game. Make any final tweaks in TSRW and export. You can then use MultiExtractor to turn your .Sims3Pack file into .package file.
5B. Importing into S3PE- If you have a .package, you can rename the files to match the ones in the package, and replace them via S3PE.
6. Testing- To test it out, I usually suggest CAW since the program loads faster. You can find out how to set up the framework here. From here onwards, you can work back and forth tweaking the .spt file and the textures until youâre satisfied. I found that in some cases, the LOD billboards needed to be lightened in color.
Tree Replacement
These tips deal with evergreen trees, as seasons-enabled trees require an additional workflow that I need to figure out (which may come in a future tutorial). In the case you find a premade tree more attractive than EA ones, hereâs how to import those trees.
In TSRW, find an tree that you wish to edit and clone it- making sure that it matches up best with the premade tree and contains the same number of textures and style of leaves (leaves or fronds). Make sure that your Speedtree tree also matches up as best as possible. When youâre done, follow steps 3 onwards in importing the new tree into TSRW.
Things to Figure Out
Let me know if you can help me figure these out!
Seasons-enabled trees













