Scenery are static objects placed within maps that are not part of the BSP. They are Halo CE's implementation of instanced geometry. Some examples of scenery include rocks, trees, crates, crashed pelicans, and particle emitters.

Scenery is placed using Sapien and belongs to the scenario, with each scenery implicitly belonging to a particular BSP.

While scenery can be animated and have moving collision models, they do not have physics like vehicles and other moving units.

Limits

While thousands of scenery can be placed in a map, the unmodified Game engine only supports rendering at most 256 at any given time. This limit can be increased to 512 using OpenSauce and 1024 with other mods like Vulpes.

Shadows

Because these objects are non-moving, they cast shadows and emit light in lightmaps. A scenery's collision is used to cast shadows, not its model.

Structure and fields

This tag inherits fields from object which are not shown here. See the parent's page for more information. The following information is unique to the scenery tag.

Field Type Comments
flags bitfield
  • H1A only

This field is padding in legacy Halo. It is visible in H1A Guerilla.

Flag Mask Comments
off in pegasus 0x1
  • Pegasus (China) only

Presumably hides the scenery in MCC "Pegasus", the censored Chinese release of the game. This flag is now unused in modern versions.

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)