hey Jarek, taxi has told me hes been having trobble trying to get your control tower to load in the editor, so he handed it over to me for me to have a look.
I've played around with the files trying to work out what structure you might of used but i cant find the right one.
what matt dose when he uploads his statics is he keeps the excat file strucute as he made them in, starting with the objects folder all the way down to the static files. I'm not quite sure how he dose it all the time, you would have to ask him but this makes life very easy. at the moment all I know is where to install your textures, but the mesh files etc i cant work out atall where they go.
really what you should do is have them in this kinda file structre.
all our statics go into the "C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\" folder. now some may go into sub folders like the misc etc but for this case you probaly would not need a sub folder.
now this static is a control tower so you would want to give it a name with something along thous lines, control_tower or something would be fine the name isnt all that imporant aslong as you can tell from the name what it is, we dont want statics being called "shingh1y89" for a house

But the name need to all be in lower case for lunix problems.
so for exsample lets use the name "control_tower" for this static, so your folder strucuter would look like this:

note also the mesh folder in there, if you look at our other statics and the stock statics all the .staticmesh files, .collisionmesh files and even the .lightmapsample files go in there.
in the control_tower folder go the .con and .tweak files.
for the textures you should really try to use exsiting pallet textures, unless its a big, unique object like mosue, the carrier, kubra dam etc or is a new texture for a new range of buildings, like our distructible afghan houeses you should really try to use the exsiting textures unless there is really no other option.
anyways good luck, hope this helps and cant wait to see what this thing looks like when it works
