Yeah, this might be a bit confusing, and it DOES NOT work on animated scenery.
Ok, you need to have the original Max file for your level in. For original scenery it will be harder because you will have to re-uv map your scenery. For custom scenery it'll be easier.
Ok, open your level geometry in Max. Now, import your scenery into it (or merge). Now, move that scenery wherever it needs to be. In it's material name, make it render only (!).
Now, compile, blah blah blah.
After that, create a seperate scenery file, only consisting of the custom scenery in that level geometry, not the level geometry itself. Make sure it only has a collision model, and is linked to the exact same frame the level was linked to (so it's easier to figure out the location).
Now, add it in Sapien, and move it to point 0, 0, 0 (considering that the level frame and the scenery frame was located on point 0 in all coordinates). You will not be able to see the scenery, but it is tangeble in-game.
Set up your shaders, whatever, etc. In-game, it should be bumped!
BTW, thanks to a side note by MMFSdjw at GBX, make sure that the scenery has a bounding radius just like any other scenery. Make it about 2 in Guerilla.
This will not work in PC (unless of course u are some sort of weird fool and decide to hack the map to make it run in Halo PC...whcih really makes no sense at all since you'll have to patch to get that map working anyhow) because you cannot compile new BSP's, and create custom scenery.
could someone make a simpler tut? please...
like level geometry example (data\levels\mapname and then wat it will be called)
cuz i dont know wat the level geometry is. is it the .max for your map.