It was rather complicated I'm afraid and awkward to make automatic. The main steps were the same as the Tree Magik trees - except I had to find out which vertices referred to the trunk and which to the leaves since they were all in the same limb mesh. That was the awkward bit - there were about 1100 vertices, and the first 631 were the trunk.
The next annoying bit was that DBPro wouldn't save the new modified mesh correctly (because the original object had vertex diffuse which I removed since it wasn't doing anything useful) and I had to find a workaround which fortunately was quite straightforward.
All that can be automated easily except for analysing which vertices belong to the trunk and which to the leaves which will probably vary from tree to tree - but if you're lucky they'll all be the same
. With sufficient patience I'm sure that can be automated as well but I'll leave that for someone else to think about. If you have access to suitable 3D modelling software you could probably make the necessary changes yourself without having to worry about individual vertices.
Hopefully Lee will eventually make all this fiddling about unnecessary as he already has for objects which have a single texture and vertex diffuse. Your trees would probably be fine if they just used a single texture ("material" in X file jargon) and that was probably the essential change in what I did.
Overall your tree presented a bit of a challenge. Just what I needed to keep me on my toes.