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2008-11-17, 04:43 | #1 |
Retired PR Developer
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[Mapper Info] Static Objects that should not be used in your maps
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 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\anten na_destroyable 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 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? if you need a radio there is one here: objects\staticobjects\pr\misc\radio_v1 destroyable runway objects\staticobjects\pr\destroyable_objects\runwa y\runway_end_1 objects\staticobjects\pr\destroyable_objects\runwa y\runway_end_1_nosupply objects\staticobjects\pr\destroyable_objects\runwa y\runway_end_2 objects\staticobjects\pr\destroyable_objects\runwa y\runway_end_2_nosupply objects\staticobjects\pr\destroyable_objects\runwa y\runway_end_3 objects\staticobjects\pr\destroyable_objects\runwa y\runway_end_3_nosupply objects\staticobjects\pr\destroyable_objects\runwa y\runway_extension objects\staticobjects\pr\destroyable_objects\runwa y\runway_middle objects\staticobjects\pr\destroyable_objects\runwa y\runway_middle_nosupply 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_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. hut_dest objects\staticobjects\pr\house_dest\hut_dest 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 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 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 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 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_cove r_v2 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\sandbag corner_4m objects\staticobjects\pr\military\sandbags\sandbag corner_8m objects\staticobjects\pr\military\sandbags\sandbag wall_4m objects\staticobjects\pr\military\sandbags\sandbag wall_8m 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 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 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 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 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. 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/sta...5_25-04-13.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 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 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 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 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 this object has a very small draw distance and also has bad material (all of it is metal thin ), 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\ 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\ 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 lacks LODs, i.e. performance intensive unless you have a very short view distance (like REALLY short...) afghan statics \objects\staticobjects\pr\afghan 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 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. 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. |
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Last edited by [R-DEV]Outlawz7; 2017-01-28 at 14:42..
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2010-02-13, 14:30 | #2 | |||
Retired PR Developer
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Re: [Info] Static Objects that should not be used in your maps
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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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2010-09-15, 16:51 | #3 | |
Retired PR Developer
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Re: [Mapper Info] Static Objects that should not be used in your maps
Added the Following statics to the list:
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2011-02-28, 07:43 | #4 |
Retired PR Developer
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Re: [Mapper Info] Static Objects that should not be used in your maps
Posted this myself because no one else has been bothered to.
afghan statics \objects\staticobjects\pr\afghan 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 This object causes low performance as it is high poly and not very well optimised. |
"Eight glorious sides and eight stunning angles!"
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Last edited by [R-DEV]Outlawz7; 2016-05-20 at 21:32..
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2011-03-30, 15:18 | #5 |
Retired PR Developer
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Re: [Mapper Info] Static Objects that should not be used in your maps
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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2011-04-01, 17:14 | #6 |
Retired PR Developer
Join Date: Sep 2007
Posts: 4,280
United States of America
Location: Denver, Colorado
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Re: [Mapper Info] Static Objects that should not be used in your maps
Added drumstack_v1
located at: staticobjects/pr/misc |
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Last edited by AFsoccer; 2012-04-12 at 23:20..
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2011-04-01, 22:04 | #7 |
Join Date: Aug 2010
Posts: 831
United States of America
Location: New York City
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Re: [Mapper Info] Static Objects that should not be used in your maps
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,
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Shovel009
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2011-06-04, 19:24 | #8 |
Join Date: Dec 2010
Posts: 81
Germany
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Re: [Mapper Info] Static Objects that should not be used in your maps
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?
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2011-06-04, 23:21 | #9 |
Retired PR Developer
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Re: [Mapper Info] Static Objects that should not be used in your maps
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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Tags |
info, mapper, maps, objects, static |
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