[Mapper Info] Static Objects that should not be used in your maps

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

[Mapper Info] Static Objects that should not be used in your maps

Post by Rhino »

Hey all, I'm sick of having to tell every man and his dog that they should not be using such and such object in there maps due to bugs or w/e with the object so I'm going to write this list to with any luck prevent you guys from using these objects in the first place so if you plan on trying to get your map used officially in PR some how, its best to follow this advice.


ammoboxes
objects\staticobjects\pr\ammoboxes\ammoboxes
objects\staticobjects\pr\ammoboxes\ammoboxes_v2
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Avoid using these ammoboxes in your map due to they are crappy models & textures which we are phasing out for new ammo dumps that will also have dynamic shadows are will not have the probs these do. They also have material probs where even metal boxes are made out of wood etc.


antenna_destroyable
objects\staticobjects\pr\destroyable_objects\antenna_destroyable
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you can use this object, but it has no lightmap samples so may "glow" in your map.


fence_wood_destroyable
objects\staticobjects\pr\destroyable_objects\fence_wood_destroyable
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best not to use this object, takes up loads of "networkables" that can make your map unstable (think of all the server crashes Al Basrah and Op Archer use to have).
You can instead use the other fences that look much nicer here: objects\staticobjects\pr\broken_fence\


radio_destroyable
objects\staticobjects\pr\destroyable_objects\radio_destroyable
do I need to state why you should not use this radio? :p
if you need a radio there is one here: objects\staticobjects\pr\misc\radio_v1


destroyable runway
objects\staticobjects\pr\destroyable_objects\runway\runway_end_1
objects\staticobjects\pr\destroyable_objects\runway\runway_end_1_nosupply
objects\staticobjects\pr\destroyable_objects\runway\runway_end_2
objects\staticobjects\pr\destroyable_objects\runway\runway_end_2_nosupply
objects\staticobjects\pr\destroyable_objects\runway\runway_end_3
objects\staticobjects\pr\destroyable_objects\runway\runway_end_3_nosupply
objects\staticobjects\pr\destroyable_objects\runway\runway_extension
objects\staticobjects\pr\destroyable_objects\runway\runway_middle
objects\staticobjects\pr\destroyable_objects\runway\runway_middle_nosupply
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We are phasing out the destroyable runways from PR since we have come to the conclusion that they only encourage base raping and no nice SF tactics we where hoping for when we first put them in, and once they are down there is never any engys about to help repair them. All in all, you can use them, but we will most likely be making them non destroyable in a future release.


house_dest series of statics - \objects\staticobjects\pr\house_dest\
objects\staticobjects\pr\house_dest\barn_dest_pt1
objects\staticobjects\pr\house_dest\barn_dest_pt2
objects\staticobjects\pr\house_dest\house_dest_1a
objects\staticobjects\pr\house_dest\house_dest_2a
objects\staticobjects\pr\house_dest\house_dest_3a
objects\staticobjects\pr\house_dest\house_dest_4a
objects\staticobjects\pr\house_dest\house_dest_5a
objects\staticobjects\pr\house_dest\house_dest_5b
objects\staticobjects\pr\house_dest\house_dest_6a_part1
objects\staticobjects\pr\house_dest\house_dest_6a_part2
objects\staticobjects\pr\house_dest\house_dest_6b_part1
objects\staticobjects\pr\house_dest\house_dest_6b_part2
objects\staticobjects\pr\house_dest\house_dest_7a
objects\staticobjects\pr\house_dest\house_dest_7b
objects\staticobjects\pr\house_dest\house_dest_pillar_1
objects\staticobjects\pr\house_dest\house_dest_pillar_2
objects\staticobjects\pr\house_dest\house_dest_wall_1
objects\staticobjects\pr\house_dest\house_dest_wall_2
objects\staticobjects\pr\house_dest\house_dest_wall_3
objects\staticobjects\pr\house_dest\house_dest_wall_4
objects\staticobjects\pr\house_dest\house_dest_wall_5
objects\staticobjects\pr\house_dest\house_dest_wall_6
objects\staticobjects\pr\house_dest\house_dest_wall_7
objects\staticobjects\pr\house_dest\hut_dest
objects\staticobjects\pr\house_dest\shed_dest_1
objects\staticobjects\pr\house_dest\shed_dest_2
objects\staticobjects\pr\house_dest\shed_dest_3
=====================================================
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These objects where never fully finished, and as a result, some are buggy and in a later release we may plan on finishing them off with interior props etc which will mean any map that uses them will need to redo LMs etc for the new objects. Use them as you wish just be warned, buggy ones listed below:


barn_dest, part 1 and 2
objects\staticobjects\pr\house_dest\barn_dest_pt1
objects\staticobjects\pr\house_dest\barn_dest_pt2
this object is buggy in a seance that it will not only CTD your map, but also lightmaps do not work on it properly.


hut_dest
objects\staticobjects\pr\house_dest\hut_dest
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this hut has buggy LMs, there is anouther of these, non dest version here: objects\staticobjects\pr\shack\Quonset_Hut\


guardtower_steel_v1
objects\staticobjects\pr\military\guardtower_steel_v1
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this object is buggy, mainly due to the fact its dest, if a ladder is put on it, and the tower got destroyed, the ladder would be just floating in mid air going to no where :p
If this was a critical object to a map we could make it non dest and let you put ladders on it.


guardtower_steel_v2
objects\staticobjects\pr\military\guardtower_steel_v2
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this object is buggy, mainly due to the fact its dest, if a ladder is put on it, and the tower got destroyed, the ladder would be just floating in mid air going to no where :p
How ever there is a non dest version of this version already that is used on Op Barra that you can use here: objects\staticobjects\pr\military\guardtower_steel_v2\guardtower_steel_v2_non-des.con


hesco_cover_v2
objects\staticobjects\pr\military\hesco\hesco_cover_v2
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best to not use this since this is using the old crappy camo net texture which is all pixely etc and we hope to make a overgrowth version with the right texture in the future that will wave about in the wind.


Destructible Sandbags
objects\staticobjects\pr\military\sandbags\sandbagcorner_4m
objects\staticobjects\pr\military\sandbags\sandbagcorner_8m
objects\staticobjects\pr\military\sandbags\sandbagwall_4m
objects\staticobjects\pr\military\sandbags\sandbagwall_8m
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these should not be used since mixing and matching these sandbags with vbf2 ones just dose not work out and as they are dest they add to the overall networkable count of your map and also offer more or less pointless protection since they can easily be destroyed which that is not what sandbags are about.


camo_net_v1
objects\staticobjects\pr\misc\camo_net_v1
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this camo net is being phased out of PR since it looks like rubbish compared to our OG version and it also dont wave about in the wind like the OG one. please use the OG version that can be found here:
objects\vegitation\PR\camo_nets


PR Crates
objects\staticobjects\pr\misc\crates_group1_pr
objects\staticobjects\pr\misc\crates_group4_pr
objects\staticobjects\pr\misc\crate_4m_pr
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these are clones of the vBF2 crates but with a slightly different texture. The problem with these is that they have buggy light maps and will turn black after use, so use the vBF2 ones found in objects\staticobjects\common\com_objects\crates\


Oildrums
objects\staticobjects\pr\misc\oildrum_v1
objects\staticobjects\pr\misc\oildrum_v2
objects\staticobjects\pr\misc\oildrum_v3
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As you can see from the pics above, the UVs on these statics are screwed and the top of the drums look like the sides and not even the sides line up correctly. Best to use the new oil barrels that look and work much better: \objects\staticobjects\pr\common\props\oil_barrels\


Oildrums #2
objects\staticobjects\pr\new_misc\oildrum_white
objects\staticobjects\pr\new_misc\oildrum_yellow
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These two oildrums have now been replaced by very similar looking ones but in a lot more colours, including the two colours above. The only real difference is the new oil barrels have much more optimized lightmaps and as such, should be used over these ones.
Image
These new oil barrels can be found in: \objects\staticobjects\pr\common\props\oil_barrels\
Download for the new oil barrels: http://realitymodfiles.com/rhino/static ... -04-13.rar
These files are the property of Project Reality and are only for use in maps that are planned to be used in Project Reality.


drumstack_v1
staticobjects/pr/misc

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This object doesn't have lightmap samples so you can't lightmap it in editor... and when lightmapped in 3ds max, it shows up very dark with stripes[/URL] due to bad lightmap UVs. If you really want something like this, you can create your own using the pallet object and oil drum objects.

pallet_v1
objects\staticobjects\pr\misc\pallet_v1
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there is nothing really wrong with this pallet just IMO the vBF2 pallet is better which can be found here:
objects\staticobjects\common\com_objects\pallet


tent_v1
objects\staticobjects\pr\misc\tent_v1
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This tent has bugged lightmaps in lod1 and up where there is a big black mark right on the front and on other places, it also looks like its made out of plastic with the amount of reflectiveness it has, best to use the tent_v2b or tent_v3 that can be found in objects\staticobjects\pr\military\tents\ (is green in woodland texture mode otherwise its sandy):


tent_v2
objects\staticobjects\pr\military\tent_v2
objects\staticobjects\pr\military\tent_v2_closed
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There will be a new optimized version called "tent_v2b" which has better lods and more optimized lightmaps as well as a few other fixes. Once tent_v2b is released, mappers using tent_v2 will need to swap in the new ones.


target
objects\staticobjects\pr\target
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this object has a very small draw distance and also has bad material (all of it is metal thin :p ), bad model, bad export, should avoid using.


rpg_static
objects\staticobjects\rpgstatic
this shouldn't be used as 1, it dont look anything like our current RPG and 2, players will think its a weapon and will want to pick it up.


Chi_2storeyopen
\objects\staticobjects\pr\chinese\Chi_2storeyopen\
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This static has many issues with it and is planned to be fixed up at some point. If you plan on using this static in your map, keep in mind that when it is fixed up, you will need to redo lightmaps for it.


xp2_bush_01 & xp2_bush_02
\objects\vegitation\america\xp2_bush_01\
\objects\vegitation\america\xp2_bush_02\
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These bushes have reported huge FPS and memory issues when used. Avoid using these bushes for the sake of performance.


rus_ind_aud_v1
staticobjects/pr/militia/rus_ind_aud_v1
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lacks LODs, i.e. performance intensive unless you have a very short view distance (like REALLY short...)

afghan statics
\objects\staticobjects\pr\afghan
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The Afghan statics are being phased out of the mod. This is because they're used to create buildings out of many statics. Meaning that one just one apartment block could ealisly consist of 40+ statics, which impacts performance.

iraqi_low_apt
\objects\staticobjects\pr\citybuildings\iraqi_low_apt
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This object causes low performance as it is high poly and not very well optimised.


ru_church
\staticobjects\pr\ru_church
I would recommend not using the ru_church static as it is horrifically unoptimized, 11 texture materials, no lods (lod1 is copy of lod0), high poly collision.

Image

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rus_ind_2
objects\staticobjects\pr\militia\rus_ind_2
bad cols, bad lods, not recommended

militarymast
objects/staticobjects/military/objects/militarymast/militarymast.con
objects/staticobjects/military/objects/militarymast/militarymast_dummy.con

No LODs, not UV'd/textured properly, _dummy version uses custom texture. Please avoid using.
Last edited by Outlawz7 on 2017-01-28 14:42, edited 24 times in total.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Info] Static Objects that should not be used in your maps

Post by Rhino »

'[R-DEV wrote:Rhino;850086']house_dest_6a parts 1 and 2
objects\staticobjects\pr\house_dest\house_dest_6a_part1
objects\staticobjects\pr\house_dest\house_dest_6a_part2
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this building has buggy collision meshes that do not allow you to shoot in or out of the windows of this building, pic: http://img201.imageshack.us/img201/5310/67369939nx2.jpg
This makes the building bad for gameplay and until its fixed, can not be used.


house_dest_6b parts 1 and 2
objects\staticobjects\pr\house_dest\house_dest_6b_part1
objects\staticobjects\pr\house_dest\house_dest_6b_part2
Image
this building has buggy collision meshes that do not allow you to shoot in or out of the windows of this building, pic: http://img201.imageshack.us/img201/5310/67369939nx2.jpg
This makes the building bad for gameplay and until its fixed, can not be used.
I have removed these two (well 4 really) statics from the list since I fixed there cols for v0.9 so they now work fine and you can use them but take note, of this:
'[R-DEV wrote:Rhino;850086']house_dest series of statics - \objects\staticobjects\pr\house_dest\
objects\staticobjects\pr\house_dest\barn_dest_pt1
objects\staticobjects\pr\house_dest\barn_dest_pt2
objects\staticobjects\pr\house_dest\house_dest_1a
objects\staticobjects\pr\house_dest\house_dest_2a
objects\staticobjects\pr\house_dest\house_dest_3a
objects\staticobjects\pr\house_dest\house_dest_4a
objects\staticobjects\pr\house_dest\house_dest_5a
objects\staticobjects\pr\house_dest\house_dest_5b
objects\staticobjects\pr\house_dest\house_dest_6a_part1
objects\staticobjects\pr\house_dest\house_dest_6a_part2
objects\staticobjects\pr\house_dest\house_dest_6b_part1
objects\staticobjects\pr\house_dest\house_dest_6b_part2
objects\staticobjects\pr\house_dest\house_dest_7a
objects\staticobjects\pr\house_dest\house_dest_7b
objects\staticobjects\pr\house_dest\house_dest_pillar_1
objects\staticobjects\pr\house_dest\house_dest_pillar_2
objects\staticobjects\pr\house_dest\house_dest_wall_1
objects\staticobjects\pr\house_dest\house_dest_wall_2
objects\staticobjects\pr\house_dest\house_dest_wall_3
objects\staticobjects\pr\house_dest\house_dest_wall_4
objects\staticobjects\pr\house_dest\house_dest_wall_5
objects\staticobjects\pr\house_dest\house_dest_wall_6
objects\staticobjects\pr\house_dest\house_dest_wall_7
objects\staticobjects\pr\house_dest\hut_dest
objects\staticobjects\pr\house_dest\shed_dest_1
objects\staticobjects\pr\house_dest\shed_dest_2
objects\staticobjects\pr\house_dest\shed_dest_3
=====================================================
These objects where never fully finished, and as a result, some are buggy and in a later release we may plan on finishing them off with interior props etc which will mean any map that uses them will need to redo LMs etc for the new objects. Use them as you wish just be warned.


'[R-DEV wrote:Rhino;1224031']Col0 fixed, col1 and col2 pretty much unchanged, made dummy cols for the wreck model and the main mesh isn't changed at all and nor are the samples etc so all LMs etc will be intacted.

Image

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Also please note the list above is still heavily out of date, all the objects in the list still shouldn't be used but also lots of others that are missing from the list that should be in there so check objects thoroughly before using them.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rhino »

Added the Following statics to the list:
Chi_2storeyopen
\objects\staticobjects\pr\chinese\Chi_2storeyopen\
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This static has many issues with it and is planned to be fixed up at some point. If you plan on using this static in your map, keep in mind that when it is fixed up, you will need to redo lightmaps for it.


townhouse_1
\objects\staticobjects\pr\chinese\townhouse_1\
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This static has many issues and also has some issues which can lead to exploitation, this static is planned to be fixed up at some point so if you do plan on using it, keep in mind that you will need to re-lightmap it at some point.
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VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by VapoMan »

Posted this myself because no one else has been bothered to.

afghan statics
\objects\staticobjects\pr\afghan
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The Afghan statics are being phased out of the mod. This is because they're used to create buildings out of many statics. Meaning that one just one apartment block could ealisly consist of 40+ statics, which impacts performance.

iraqi_low_apt
\objects\staticobjects\pr\citybuildings\iraqi_low_apt
Image
This object causes low performance as it is high poly and not very well optimised.
Last edited by Outlawz7 on 2016-05-20 21:32, edited 2 times in total.

Image"Eight glorious sides and eight stunning angles!"Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rudd »

Image

staticobjects/pr/militia/rus_ind_aud_v1

lacks LODs, i.e. performance intensive unless you have a very short view distance (like REALLY short...)
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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by AFsoccer »

Added drumstack_v1

located at: staticobjects/pr/misc
Last edited by AFsoccer on 2012-04-12 23:20, edited 1 time in total.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Shovel »

Regarding the afghan statics, if some of us are making maps that need them, what should we do? I have heard things about a new set of statics, is there an ETA on them? Thanks,
Shovel009
AtlantisThief
Posts: 82
Joined: 2010-12-06 16:14

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by AtlantisThief »

Seeing this thread i have to lol hard, nearly every of these named items is in one of the PR maps and you often say to NOT use it. If this was clear, why were them placed in the official maps in first place?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Amok@ndy »

AtlantisThief wrote:Seeing this thread i have to lol hard, nearly every of these named items is in one of the PR maps and you often say to NOT use it. If this was clear, why were them placed in the official maps in first place?
because the issues came up after the map was already released, and to remove a building you have to relightmap the objects and compile a new LightmapAtlas
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rudd »

^ indeed

as well as a few of the objects being superceded by newer objects/game mechanics
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rabbit »

I feel like this needs updated, as I'm having crashes suspects are textures , sounds or other data ( non-text ) files but I am not using any of these objects.
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AfSoccer "I just don't see the natural talent."
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rudd »

you need to confirm its ur objects causing ur crashes, rename the staticobjects.con to something else, or load only the staticobjects to test

staticobjects that are not listed here can still cause crashes, but only usually if you have used too many statics, too many high poly statics or too many different families of statics that load separate texture pallets.

I don't recall any new statics being added to the build that could be causing trouble, so I suggest you bump your map's thread and we'll see if we can help you
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rhino »

Added tent_v2 to the list
'[R-DEV wrote:Rhino;850086']tent_v2
objects\staticobjects\pr\military\tent_v2
objects\staticobjects\pr\military\tent_v2_closed
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Last edited by AFsoccer on 2011-11-05 00:12, edited 1 time in total.
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AFsoccer
Retired PR Developer
Posts: 4289
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Re: [Mapper Info] Static Objects that should not be used in your maps

Post by AFsoccer »

[-]Added "industry\ind_objects\chimney_01" to the OP.[/-]

Fixed bug, so object is useable now. :)
Last edited by AFsoccer on 2012-04-13 21:04, edited 2 times in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rhino »

Updated OP with the following info and new oil barrels:
Oildrums #2
objects\staticobjects\pr\new_misc\oildrum_white
objects\staticobjects\pr\new_misc\oildrum_yellow
Image
These two oildrums have now been replaced by very similar looking ones but in a lot more colours, including the two colours above. The only real difference is the new oil barrels have much more optimized lightmaps and as such, should be used over these ones.
Image
These new oil barrels can be found in: \objects\staticobjects\pr\common\props\oil_barrels\
Download for the new oil barrels: http://realitymodfiles.com/rhino/static ... -04-13.rar
These files are the property of Project Reality and are only for use in maps that are planned to be used in Project Reality.
Also I've removed townhouse_1 from the OP as this static has had its main critical issues fixed in v1.0 but is still far from perfect so would avoid using it if you can.
townhouse_1
\objects\staticobjects\pr\chinese\townhouse_1\
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This static has many issues and also has some issues which can lead to exploitation, this static is planned to be fixed up at some point so if you do plan on using it, keep in mind that you will need to re-lightmap it at some point.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rabbit »

Is there a problem with "shack_v1"? I keep find that static in all my fps drop areas.
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rhino »

Rabbit wrote:Is there a problem with "shack_v1"? I keep find that static in all my fps drop areas.
There are no known issues with it afaik and can't see any massive problems with it looking at it in BFMeshView. Biggest issue I can see is the Lightmap sizes for it are pretty damn large, for lod0 its 256x256, could easily be 128x128 and that the panels on the top are prone to zfighting but since they don't generate a shadow under them they only zfight with a texture of themselves just at a different angle so hard to see.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rabbit »

Damn, thought I found my lag problem. :( Thanks for the quick reply.
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rhino »

Can always try removing it and see what happens but can't see anything. Even uses the vBF2 common textures so unless your not using any other vbf2 statics, shouldn't even have a drain on ram.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Mapper Info] Static Objects that should not be used in your maps

Post by Rabbit »

[R-DEV]Rhino wrote:Can always try removing it and see what happens but can't see anything. Even uses the vBF2 common textures so unless your not using any other vbf2 statics, shouldn't even have a drain on ram.
No, texture paths are optimized. Must be something (or a few things) that is causing it. :mad:
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AfSoccer "I just don't see the natural talent."
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