# Native tree geometry These 87 GLBs are offline SpeedTreeRT extractions of this workspace's existing SPT assets, not procedural replacements. Their embedded bark/composite textures and meshes are game artwork: the same internal-use/licensing restrictions as `assets/Tree` apply. Do not treat them as freely redistributable open-source art. `manifest.json` maps original SPT SHA-256 to the GLB filename and SHA-256. Both hashes are checked by `script/stage_tree_geometry.mjs`; the runtime also verifies both before loading. The source conversion index lives in the sibling `metin2-godot-main/generated/content-v1/40250-full-unpacked-final` workspace. No proprietary Windows DLL is shipped or loaded by the Mac client. Coordinates are already Godot Y-up metres. Keep original height, origin, UVs, branches, fronds and leaf cards; do not apply the former proxy's 12m scale. Leaf materials use double-sided alpha scissor with cutoff 0.3. This is real **static** geometry: full SpeedTree wind, camera-facing leaf clusters and native LOD transitions are not reconstructed by these GLBs. Validation: all 87 species import; all 81 species referenced by current static AreaData have a conversion; six principal maps render 2,092 native trees with zero proxies. The 31 legacy SPTs under `Zone/ymir work/zone/b/tree` have different source hashes and are not converted or aliased to these meshes. They are not referenced by current tree property records. One unused historical property references missing `christmastree.spt`; the actual `christmastree1/2/3.spt` variants are converted. Seasonal event spawning is separate from static maps.