You should not convert to BSP, just export it as FBX (place it in the level - export level as FBX if the content browser export does not work), and modify it in a 3D program.
Dude! This is looking sick! I was planning on modeling my station wagon, and modifying it like this. But now...well I have a basis for how good it should look.
Samfisher84: Thanks. Im modeling the other mountains too, not sure if I should use the same sculpt and just modify it a bit or make completely unique ones.
BTW we will allow modifying the UVs of the mesh since the default UVs were made to get a perfect texel ratio but are far from packed in an optimal way.
The MODIFIER is a TexEnvMap and the brown TEXTURE is a CubeMap. The image has been photoshopped to remove all the "bad highlight" slots of the shader and fit all of the elements into one picture.
Yeah, the improved UnwrapUVW modifier in Max 8 is hot. You'll easily be cutting your unwrapping times in half, and usually more. It's the closest to "fun" unwrapping gets.
You can select polygons and use Detach in the Editable Poly rollout of the Modify panel to make the selected polygons into a separate unique object, if that's what you mean.