I have several questions about my static objects any help would be appreciated.
1) I cannot preview, place by hand or generate any of the Wheat field objects. (All other vegetation seems to work.)
2) Is it possible to duplicate statics that have already been placed in order to "copy/paste" them in other areas of the map? In order to save time pulling individual statics from the folders and rotating ect ect..
3) Can I group static objects like buildings and save them out as unique statics to pull out of the folders for later.
4) Will rearranging my statics folder cause a lot of chaos? Example, would it harm the editor to move all 'industry' folders into the same folder or some of the 'PR' objects into the common section. I'm tired of digging and digging for things that aren't where I think they should be.
thanks
[?] Static Objects Question
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [?] Static Objects Question
1. https://www.realitymod.com/forum/f189-m ... ement.html
Unless your talking about Undergrowth.
2. yes, by copying and pasting them (ctrl+c then ctrl+v, or I'm sure there's also an edit copy, edit paste too...) or you can select the objects, hold ctrl or shift (can never remember which one because the BF2 is one and max is the other) and then drag the select object(s) along an axis to clone them while moving them.
3. No, there is a feature in BF2 but it dosen't work. The best thing to do is group objects up in a little corner then do the above.
4. The folders they are in needs to stay the same for the load paths to stay the same. You could change stuff round but you would need to change all the load paths every time you wanted to test your map etc.
Unless your talking about Undergrowth.
2. yes, by copying and pasting them (ctrl+c then ctrl+v, or I'm sure there's also an edit copy, edit paste too...) or you can select the objects, hold ctrl or shift (can never remember which one because the BF2 is one and max is the other) and then drag the select object(s) along an axis to clone them while moving them.
3. No, there is a feature in BF2 but it dosen't work. The best thing to do is group objects up in a little corner then do the above.
4. The folders they are in needs to stay the same for the load paths to stay the same. You could change stuff round but you would need to change all the load paths every time you wanted to test your map etc.
-
Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [?] Static Objects Question
Thanks for the feedback!
1)I have yet to tackle using this method. But from a general standpoint using level editor, I can drag and drop all vegetation except for the wheat files. It's almost as if they just don't exist.
2)AWESOME. This is going to save me a lot of time.
3)Meh. Good thing 2 is so awesome or I'd be dissapoint.
4)Good to know.
ty
1)I have yet to tackle using this method. But from a general standpoint using level editor, I can drag and drop all vegetation except for the wheat files. It's almost as if they just don't exist.
2)AWESOME. This is going to save me a lot of time.
3)Meh. Good thing 2 is so awesome or I'd be dissapoint.
4)Good to know.
ty
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [?] Static Objects Question
1. The wheat fields you are trying to place probably dont work. There are a few wheat fileds in the files with "grid" at some point in there names iirc which do not work and shouldn't be placed on maps, in fact I'm going to remove them from the mod now they where meant to be removed ages ago 
You should use the above link I gave you for overgrowth fields on your maps.
You should use the above link I gave you for overgrowth fields on your maps.
-
Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [?] Static Objects Question
I will use that link when I've started to finalize my map more. Until then the fields I have can lay unsown.
I've got Grid Reference Alpha 1 nearly complete on my 4k adventure. Perhaps once I have more to show I will post a WIP in the appropriate section.
ty again
I've got Grid Reference Alpha 1 nearly complete on my 4k adventure. Perhaps once I have more to show I will post a WIP in the appropriate section.
ty again
-
Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [?] Static Objects Question
New Question:
The Russian Village Buildings used in Silent Eagle from what I know are NOT destructible objects.
However, when looking for them inside the folder structure I found them in a object folder called something like city_dest or village_dest... something like that.
Are they destructible? Or will they count towards the 300 destructible items allowed per map?
The Russian Village Buildings used in Silent Eagle from what I know are NOT destructible objects.
However, when looking for them inside the folder structure I found them in a object folder called something like city_dest or village_dest... something like that.
Are they destructible? Or will they count towards the 300 destructible items allowed per map?
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [?] Static Objects Question
You should take a look at this post here: https://www.realitymod.com/forum/f189-m ... -maps.html
They where originally made to be destroyable and they do have "wreck models" to them but they are coded not to be destroyable as when they where made we where unaware of the effects of going over the networkable limit of the BF2 engine (ie, servers crash).
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_pil lar_1
objects\staticobjects\pr\house_dest\house_dest_pil lar_2
objects\staticobjects\pr\house_dest\house_dest_wal l_1
objects\staticobjects\pr\house_dest\house_dest_wal l_2
objects\staticobjects\pr\house_dest\house_dest_wal l_3
objects\staticobjects\pr\house_dest\house_dest_wal l_4
objects\staticobjects\pr\house_dest\house_dest_wal l_5
objects\staticobjects\pr\house_dest\house_dest_wal l_6
objects\staticobjects\pr\house_dest\house_dest_wal l_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, 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.
They where originally made to be destroyable and they do have "wreck models" to them but they are coded not to be destroyable as when they where made we where unaware of the effects of going over the networkable limit of the BF2 engine (ie, servers crash).
-
Tomking
- Posts: 110
- Joined: 2010-02-13 03:55
Re: [?] Static Objects Question
That does explain a few things.
Last edited by Rhino on 2010-09-09 17:32, edited 1 time in total.


