Well first of all you need to export it to your roads folder, not the staticobjects folder otherwise its not going to work correctly and is going to zfight with the terrain, and why your runway is super shiny right now etc. As per of the OP:
'[R-DEV wrote:Rhino;1789312']
Exporting
-snip-
The only key differences here is that you don't have any lods other than lod0
and your exporting path, for the main runway itself you need to export it to "\roads\staticsnoblend\pr\airbases" and for the dirt part you need to export it to "\roads\statics\pr\airbases". It is critical you export these into the correct folders otherwise they will not work as intended as the shaders are defined by what folder the object is in, not by the mesh itself and these airbases will only work correctly with the correct shaders.
Another key difference I forgot to mention is that when naming your runway object, you need to add a suffix to the lod0 mesh of "__Bundle", so for example for my camp bastion runway mine is "camp_bastion_airbase_pt1__Bundle". Note you don't need to do this for the dirt bits, just the main runway object(s). Your hierarchy should look something like this, note that I have my main runway and helicopter runway as separate objects which is why there are two main runway parts and two dirt parts for Camp Bastion:
http://i.imgur.com/Jr7zT.jpg
And also don't call a folder by your name, when ever exporting an object you need to think about the simplest way for it to be found that's going to create the less clutter. We already have enough stuff in PR that's all over the place in random folders etc

As such, assuming "Torgan" is the name of the base your creating I suggest you export the main runway to "\roads\staticsnoblend\pr\airbases\torgan_airbase" and your dirt to "\roads\statics\pr\airbases\torgan_airbase"
Although it won't work correctly ingame yet without the fixed up shaders it will work fine in the editor
As for coding up the supply points, personally I map out the locations in 3DsMax by just making spheres around the place showing the supply radius and then once I've got them sorted out, I just translate those x,y,z cords and its radius into the BF2 code manually although can be a bit tricky if your not working in metric and also the y and z axis are reversed for BF2
One really important thing I've found out since making this tutorial is that the "Supply Radius" on Supply Objects, is
NOT actually a true supply radius in meters....
From what I recall its instead instead you need to put in a
radius value 3/4s of the radius your looking for.
So for example, if your looking for a 40m Supply Radius, or a 80m Supply Diameter, you need to set the SupplyObject's ObjectTemplate.radius to 30 and you will get a 40m Supply Radius, or a 80m Supply Diameter. It took me some time to work this one as I finding that jets and choppers where supplying in areas I didn't set them too but if you set the radius to 3/4 of what you want, you will get the right result
Going to put this into the OP now I remember it
Also on a side note, your centre runway lines still look short and stumpy to me? Do you have a ref of the runway your trying to make by any chance as that would really help. Also think you might need to bump up your dirt colour a little more and possibly on the texture tone it down a little in some areas where its heavy after toning it all up
