I am currently making a map that takes place in the US mainland. There are not very many US-compatible statics, but after exploring some maps, I have found a lot of buildings that would fit in.
I have one problem though: I cannot access the statics from the armored fury addon pack from my pr_edit mod. How would I do this? I am particularly interested in the suburban house and highway overpass objects.
I also cannot find the locations of the following statics:
The crashed plane from burning sands
The village houses from Silent Eagle
The T-Shape
Also, if I wanted to re-texture some of the PR statics to look more US-like, how would I do that? Could I just change the path of the textures to one of the American texture sheets?
All help is greatly appreciated!
[?] Map
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: Map Questions
The T shape is in pr/citybuildings (its actually multiple statics that need to be connected)
not much but its a thing I memorized
EDIT: The SE village houses can be found in pr/house_dest (I remembered that the map maker is a big fan of lego buildings
)
not much but its a thing I memorized
EDIT: The SE village houses can be found in pr/house_dest (I remembered that the map maker is a big fan of lego buildings
Last edited by BroCop on 2011-09-04 23:24, edited 1 time in total.

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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Map Questions
the booster pack statics are found inside the map folders themselves, so open the map and look in the server.zip and client.zip and then move the objects folder within to the objects folder in your pr_edit
if you are doing a non-woodland map then you can just load different textures with a custom map texture suffix (just change the texture then put it in the map files with _whateversuffixyouwant at the end)
or using this tool
BfMeshView
you can change the paths themselves quite easily to a new texture/other texture
xpak_objects/military/xp1_cargoplaneThe crashed plane from burning sands
there are a few ways of doing it
Also, if I wanted to re-texture some of the PR statics to look more US-like, how would I do that? Could I just change the path of the textures to one of the American texture sheets?
if you are doing a non-woodland map then you can just load different textures with a custom map texture suffix (just change the texture then put it in the map files with _whateversuffixyouwant at the end)
or using this tool
BfMeshView
you can change the paths themselves quite easily to a new texture/other texture
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: Map Questions
Is that a normal cargoplane like the ones at the airport? Or is it the crashed one that is destroyed? OR is the crashed one just a cleverly disguised normal one?[R-DEV]Rudd wrote: xpak_objects/military/xp1_cargoplane
And thanks for the help to both of you.
Shovel009
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Map Questions
at the risk of sounding immodest, it is a cleverly disguised normal oneIs that a normal cargoplane like the ones at the airport? Or is it the crashed one that is destroyed? OR is the crashed one just a cleverly disguised normal one?
Edit - there is also a wrecked F15 in teh vbf2 files in objects\vehicles\air\wreck_f15_static which may suit your purposes, note its in VEHICLES not STATICOBJECTS
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: Map Questions
Cool, thanks.
Any idea on how to add Armored fury statics that are not in the pr mod? I know [R-DEV]Amok@ndy figured it out because he had the roadrage intersection in one of his dev blogs:
https://www.realitymod.com/forum/f389-pr-dev-blogs/98285-oh-fuuuuu-r-dev-amok-ndy.html
Any idea on how to add Armored fury statics that are not in the pr mod? I know [R-DEV]Amok@ndy figured it out because he had the roadrage intersection in one of his dev blogs:
https://www.realitymod.com/forum/f389-pr-dev-blogs/98285-oh-fuuuuu-r-dev-amok-ndy.html
Shovel009
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Map Questions
https://www.realitymod.com/forum/f189-m ... ntent.html
you put the stuff in the map folder like so
its a bit of a bugger tbh, because you have to preserve the folder structure within the .zip (spell something wrong and it won't load the object)
to see how its done exactly look at shijia valley, its a good exemplar
the objects eventually get integrated into the main mod
be aware, you won't be able to conventionally lightmap the xpack and booster pack objects, you will need to generate samples for them or use 3dsmax.
you put the stuff in the map folder like so
its a bit of a bugger tbh, because you have to preserve the folder structure within the .zip (spell something wrong and it won't load the object)
to see how its done exactly look at shijia valley, its a good exemplar
the objects eventually get integrated into the main mod
be aware, you won't be able to conventionally lightmap the xpack and booster pack objects, you will need to generate samples for them or use 3dsmax.
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: Map Questions
Thanks!
Edit: Whoa! 500 posts, cool.
Edit: Whoa! 500 posts, cool.
Last edited by Shovel on 2011-09-05 02:05, edited 1 time in total.
Shovel009
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ZondaX15
- Posts: 147
- Joined: 2009-06-07 02:37
Re: Map Questions
I have done this before with the sub pen from BF2:SFShovel wrote:I have one problem though: I cannot access the statics from the armored fury addon pack from my pr_edit mod. How would I do this? I am particularly interested in the suburban house and highway overpass objects.
1. You have to go into your Battlefield 2>mods>xpack
2. Make a new folder called objects_copy (or what ever)
3. Copy and paste the objects.client and objects.server into the objects_copy folder
4. Highlight both, right click and go "extract here"
5. Select the files you want to copy to the PR_Edit folder
6. Paste them into the appropriate folder. I.E Static objects to static objects
7. Open the editor, and it should automatically update the objects
I know this works with the BF2:SF expansion, but I'm not 100% sure of Armoured Fury.
Edit: You can also do this with other mods. Just be sure to ask the creator first.
Last edited by ZondaX15 on 2011-09-05 00:33, edited 1 time in total.

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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: Map Questions
Thanks for the help, I got them all working.ZondaX15 wrote:I have done this before with the sub pen from BF2:SF
1. You have to go into your Battlefield 2>mods>xpack
2. Make a new folder called objects_copy (or what ever)
3. Copy and paste the objects.client and objects.server into the objects_copy folder
4. Highlight both, right click and go "extract here"
5. Select the files you want to copy to the PR_Edit folder
6. Paste them into the appropriate folder. I.E Static objects to static objects
7. Open the editor, and it should automatically update the objects
I know this works with the BF2:SF expansion, but I'm not 100% sure of Armoured Fury.
Edit: You can also do this with other mods. Just be sure to ask the creator first.
Shovel009
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pr|Zer0
- Posts: 300
- Joined: 2008-06-30 12:10
Re: Map Questions
Try the following link:Shovel wrote:I am currently making a map that takes place in the US mainland. There are not very many US-compatible statics, but after exploring some maps, I have found a lot of buildings that would fit in.
I have one problem though: I cannot access the statics from the armored fury addon pack from my pr_edit mod. How would I do this? I am particularly interested in the suburban house and highway overpass objects.
I also cannot find the locations of the following statics:
The crashed plane from burning sands
The village houses from Silent Eagle
The T-Shape
Also, if I wanted to re-texture some of the PR statics to look more US-like, how would I do that? Could I just change the path of the textures to one of the American texture sheets?
All help is greatly appreciated!
Pictures Of All The Bf2 Objects - Official BF Editor Forums
Its an archive with photos of all objects in bf2(no pr objects). Navigate to jpegs until u find what you need, copy the name and after ,in editor -> resource find tab you paste the name and voila. Its working.
About the T-shaped, its made from modules : ground floor,middle floor and rooftop. Between ground and roof you can put as many levels as you want/need, but be carefull, all the parts should match,especially on stairs.


