define a new material (for example "mat_tree") and in the effect string write:
"technique t{ pass p{ zwriteenable = 1;}}"
OR - if you don't need "smooth" alphablending:
"technique t{ pass p{ alphatestenable = 1;alphablendenable = 0;}}"
and assign this material to the tree(s). Look up "material" in the manual if you need more help of how to create them.