Vanilla BF1942 Static Objects

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Abstract
Posts: 9
Joined: Mon Oct 28, 2013 7:57 pm

Vanilla BF1942 Static Objects

Post by Abstract »

Could anyone tell me which of the static objects listed below are NOT vanilla BF1942? - It would be REALLY helpful to me :)

afri_bush10_m1
jungle_plant2_m1
jungle_plantball_m1
pacific_palm_large_1_m1
pacific_palm_2_m1
pacific_palm_1_m1
pacific_palm_3_m1
pacific_palm_4_m1
pacific_palm_large_2_m1
palmhigh_m1

aagunspawner
afr_house1_ste_m1
afr_house2_ste_m1
afrhouse_m1
airrep1_m1
alliedairplaneammo
ammobox
apcspawner
artilleryspawner
aspen_bush1_m1
axisairplaneammo
barack_m1
bunker1_m1
bunker2_des2_m1
cabledrm_m1
crane1_m1
defgun_bunker_m1

eu_asp2_m1
eu_birtch1_m1
eu_cart_2wheel_m1
eu_cart_m1
eu_church_m1
eu_fence_m1
eu_lumber1_m1
eu_lumber2_m1
eu_lumbermill_m1
eu_spruce1_m1
eu_spruce4_m1
eu_spruce_large_m1
eubarrel_m1
euwindmill_m1
factory_m1
fernbig_m1
french_barn_lrg_m1
greencammo_m1
guardtow_m1
hangar1_m1
heavybomberspawner
hospital_m1
ironbrdg1_m1
landrep1_supply
lcvp_static
lighttankspawner
mediclocker
medboxxpack_m1
military_boxw3_m1
oma_conc_m1
pacificfarm1_m1
pacificfarm2_m1
plough_m1
radarbun_m1
railroad_bendr_m1
railroad_straight_m1
repaircist_m1
rh_russian_barn_main_m1
rubble01_m1
rubble02_m1
rubble03_m1
ruin_stalingrad1_m1
ruin_suburbhouse_4_m1
sandbag_2m_m1
sandbagi_m1
sandbagl_m1
sandbagu_m1
scoutcarspawner
sea_obs_m1
shed_europe_s_m1
sightscene1_m1
sightscene2_m1
sightscene_turn_m1
sightsceneruin1_m1
stalingrad1_m1
stebarbwire2_m1
stebarbwire_m1
stebarrel1_m1
stebarrel2_m1
stecrate1_m1
stecrate2_m1
stonebridge_big_m1
stones_africa_l_m1
stones_euro_l_m1
stones_russia_l_m1
storagebuild_m1
subhouse_5_m1
suburbhouse_2_m1
suburbhouse_3_m1
suburbhouse_4_m1
supplyde_m1
t_stone1_m1
tankobs_ste_m1
torpedobomberspawner
train_wagon_m1
well_eu_m1
woodbrdg_m1
Abstract
Posts: 9
Joined: Mon Oct 28, 2013 7:57 pm

Re: Vanilla BF1942 Static Objects

Post by Abstract »

Just found a link to object listings which will be a big help :)

http://bfmods.com/tutorial3aa3.php?page=objectlist.html
Abstract
Posts: 9
Joined: Mon Oct 28, 2013 7:57 pm

Re: Vanilla BF1942 Static Objects

Post by Abstract »

Another good place to look for a list is http://www.home.earthlink.net/~battlecrafter/bf1942.lst it lists out as :
//Placeable Objects. BCOBJECTS.LST created by BattleCraft '42
//This file contains all objects that are placeable in a BF1942
//map. There is a limit of 1024 objects and 32 categories. If
//you add any more objects to this list, be careful not to exceed
//these amounts.
//
//[CategoryName] - This is a category identifier
//ObjectName=MeshType(meshname)

// Tweaked and annotated version by [email protected]

[STRUCTURES]
//afr_house1_ste_m1=StandardMesh(afr_house1_ste_M1)
afr_house1_ste_m1=StandardMesh(Afr_House1_Ste_Comp_M1)
afr_house1_ste_closed_m1=StandardMesh(afr_house1_ste_closed_m1)
//afr_house2_ste_m1=StandardMesh(afr_house2_ste_m1)
afr_house2_ste_m1=StandardMesh(Afr_House2_Ste_Comp_M1)
afr_house2_ste_closed_m1=StandardMesh(afr_house2_ste_closed_m1)
//Afrhouse_m1=StandardMesh(Afrhouse_m1)
Afrhouse_m1=StandardMesh(Afrhouse_Comp_M1)
//smdh2_m1=StandardMesh(smdh2_m1)
smdh2_m1=StandardMesh(Smdh2_Comp_M1)
SmDh2_closed_m1=StandardMesh(SmDh2_closed_m1)
//airrep1_m1=StandardMesh(airrep1_m1)
airrep1_m1=StandardMesh(Airrep1_Comp_M1)
AlliedAirplaneAmmo=StandardMesh(Ammobox_m1)
Ammobox=StandardMesh(Ammobox_m1)
AxisAirplaneAmmo=StandardMesh(Ammobox_m1)
//barack_m1=StandardMesh(barack_m1)Barack_Comp_M1
barack_m1=StandardMesh(Barack_Comp_M1)
Berlin_waterwall_M1=StandardMesh(Berlin_waterwall_M1)
Berlin_waterwall2_M1=StandardMesh(Berlin_waterwall2_M1)
Berlinbridge_m1=StandardMesh(Berlinbridge_m1)
bunker1_M1=StandardMesh(bunker1_M1)
bunker2_M1=StandardMesh(bunker2_M1)
bunker2_des1_m1=StandardMesh(bunker2_des1_m1)
bunker2_des2_m1=StandardMesh(bunker2_des2_M1)
churcfence_m1=StandardMesh(churcfence_m1)
churcfencegate_m1=StandardMesh(churcfencegate_m1)
churcfencestop_m1=StandardMesh(churcfencestop_m1)
//citymesh1_m1=StandardMesh(citymesh1_m1)
citymesh1_m1=StandardMesh(citymesh1_comp_m1)
citymesh1_closed_M1=StandardMesh(citymesh1_closed_M1)
//citymesh2_m1=StandardMesh(citymesh2_m1)
citymesh2_m1=StandardMesh(Citymesh2_Comp_M1)
citymesh2_closed_M1=StandardMesh(citymesh2_closed_M1)
citymesh3_m1=StandardMesh(citymesh3_m1)
//citymesh4_m1=StandardMesh(citymesh4_m1)
citymesh4_m1=StandardMesh(citymesh4_comp_m1)
citymesh4_closed_M1=StandardMesh(citymesh4_closed_M1)
citymesh4_seald_m1=StandardMesh(citymesh4_seald_m1)
citywall_m1=StandardMesh(citywall_m1)
crane1_m1=StandardMesh(crane1_m1)
Defgun_bunker_m1=StandardMesh(Defgun_bunker_m1)
eu_church_M1=StandardMesh(eu_church_M1)
eu_fence_m1=StandardMesh(eu_fence_m1)
eu_lumbermill_m1=StandardMesh(eu_lumbermill_m1)
//eu_watermill_m1=StandardMesh(eu_watermill_m1)
eu_watermill_m1=StandardMesh(Eu_Watermill_Comp_M1)
//euwindmill_m1=StandardMesh(euwindmill_m1)
euwindmill_m1=StandardMesh(Euwindmill_Comp_M1)
factory_m1=StandardMesh(factory_m1)
French_Barn_Lrg_m1=StandardMesh(French_Barn_Lrg_m1)
frwall_m1=StandardMesh(frwall_m1)
frwdoor_m1=StandardMesh(frwdoor_m1)
guardtow_M1=StandardMesh(guardtow_M1)
//hangar1_m1=StandardMesh(hangar1_m1)
hangar1_m1=StandardMesh(Hangar1_Comp_M1)
harbdock_m1=StandardMesh(harbdock_m1)
harbdock_hus1_m1=StandardMesh(harbdock_hus1_m1)
harbdock_win1_m1=StandardMesh(harbdock_win1_m1)
//hospital_m1=StandardMesh(hospital_m1)
hospital_m1=StandardMesh(Hospital_Comp_M1)
Ironbrdg1_m1=StandardMesh(Ironbrdg1_m1)
//landrep1_supply=StandardMesh(landrep1_m1)
landrep1_supply=StandardMesh(landrep1_comp_m1)
//lrgfrenchfarm_m1=StandardMesh(lrgfrenchfarm_m1)
lrgfrenchfarm_m1=StandardMesh(Lrgfrenchfarm_Comp_M1)
mediclocker=StandardMesh(mediclocker_m1)
// The Milif_lowcol series is the answer to the problem the other
// Milifences have where if you fly over them in a plane, you hit a collision mesh
// that's much higher than the actual fence. This doesn't show up in collision view
// in the editor.
Milif_lowcol_bend1_m1=StandardMesh(Milif_lowcol_bend1_m1)
Milif_lowcol_bend2_m1=StandardMesh(Milif_lowcol_bend2_m1)
Milif_lowcol_gate_m1=StandardMesh(Milif_lowcol_gate_m1)
Milif_lowcol_large_m1=StandardMesh(Milif_lowcol_large_m1)
Milif_lowcol_smal_m1=StandardMesh(Milif_lowcol_smal_m1)
Milifence_bend1_m1=StandardMesh(Milifence_bend1_m1)
Milifence_bend2_m1=StandardMesh(Milifence_bend2_m1)
Milifence_Gate_m1=StandardMesh(Milifence_Gate_m1)
Milifence_large_m1=StandardMesh(Milifence_large_m1)
Milifence_pole_m1=StandardMesh(Milifence_pole_m1)
Milifence_smal_m1=StandardMesh(Milifence_smal_m1)
o_bunker_m1=StandardMesh(o_bunker_M1)
Oma_conc_m1=StandardMesh(Oma_conc_m1)
//r_ruswh_m1=StandardMesh(r_ruswh_m1)
r_ruswh_m1=StandardMesh(R_Ruswh_Comp_M1)
//radarbun_M1=StandardMesh(radarbun_M1)
radarbun_M1=StandardMesh(Radarbun_Comp_M1)
RailRoad_BendL_m1=StandardMesh(RailRoad_BendL_m1)
RailRoad_BendR_m1=StandardMesh(RailRoad_BendR_m1)
RailRoad_NewSwitch_m1=StandardMesh(RailRoad_NewSwitch_m1)
RailRoad_NewSwitch1_m1=StandardMesh(RailRoad_NewSwitch1_m1)
RailRoad_NewSwitch2_m1=StandardMesh(RailRoad_NewSwitch2_m1)
RailRoad_Stopper_m1=StandardMesh(RailRoad_Stopper_m1)
RailRoad_Straight_m1=StandardMesh(RailRoad_Straight_m1)
RailRoad_Switch_m1=StandardMesh(RailRoad_Switch_m1)
repport_M1=StandardMesh(repport_M1)
rh_Pacfac_door_m1=StandardMesh(rh_Pacfac_door_m1)
rh_Pacfac_m1=StandardMesh(rh_Pacfac_m1)
rh_Russian_Barn_main_m1=StandardMesh(rh_Russian_Barn_main_m1)
rubble01_m1=StandardMesh(rubble01_m1)
rubble02_m1=StandardMesh(rubble02_m1)
rubble03_m1=StandardMesh(rubble03_m1)
ruin_citymesh1_M1=StandardMesh(ruin_citymesh1_M1)
ruin_citymesh3_m1=StandardMesh(ruin_citymesh3_m1)
Ruin_citymesh4_M1=StandardMesh(Ruin_citymesh4_M1)
Ruin_Stalingrad1_m1=StandardMesh(Ruin_Stalingrad1_m1)
ruin_stonebridge_big_M1=StandardMesh(ruin_stonebridge_big_M1)
ruin_suburbhouse_1_M1=StandardMesh(ruin_suburbhouse_1_M1)
Ruin_Suburbhouse_3_M1=StandardMesh(Ruin_Suburbhouse_3_M1)
Ruin_suburbhouse_4_M1=StandardMesh(Ruin_suburbhouse_4_M1)
rusruin01_m1=StandardMesh(rusruin01_m1)
rusruin02_m1=StandardMesh(rusruin02_m1)
rusruin03_m1=StandardMesh(rusruin03_m1)
rusruin04_m1=StandardMesh(rusruin04_m1)
rusruin05_m1=StandardMesh(rusruin05_m1)
rusruin06_m1=StandardMesh(rusruin06_m1)
rusruin07_m1=StandardMesh(rusruin07_m1)
rusruin08_m1=StandardMesh(rusruin08_m1)
rusruin09_m1=StandardMesh(rusruin09_m1)
rusruin10_m1=StandardMesh(rusruin10_m1)
shed_europe_s_m1=StandardMesh(shed_europe_s_m1)
// Collision meshes for the sidewalks are messed up.
// sidewalkI and sidewalkc are OK. sidewalkL has no collision,
// and it seems sidewalkL2 has the collison for sidewalkL sticking
// out the side. Go to collsion view in BC to see this.
sidewalkc_m1=StandardMesh(sidewalkc_m1)
sidewalkI_m1=StandardMesh(sidewalkI_m1)
sidewalkL_m1=StandardMesh(sidewalkL_m1)
sidewalkL2_m1=StandardMesh(sidewalkL2_m1)
SightBill1_M1=StandardMesh(SightBill1_M1)
SightBill2_M1=StandardMesh(SightBill2_M1)
SightScene1_M1=StandardMesh(SightScene1_M1)
SightScene2_M1=StandardMesh(SightScene2_M1)
SightSceneRuin1_M1=StandardMesh(SightSceneRuin1_M1)
SightSceneRuin2_M1=StandardMesh(SightSceneRuin2_M1)
SightSceneRuin3_M1=StandardMesh(SightSceneRuin3_M1)
Bclas_m1=StandardMesh(Bclas_m1)
//smlfrenchfarm_m1=StandardMesh(smlfrenchfarm_m1)
smlfrenchfarm_m1=StandardMesh(Smlfrenchfarm_Comp_M1)
Stalingrad1_m1=StandardMesh(Stalingrad1_m1)
stnwall_pelsmlfr_m1=StandardMesh(stnwall_pelsmlfr_m1)
stnwall_smlfrench_m1=StandardMesh(stnwall_smlfrench_m1)
stonebridge_big_M1=StandardMesh(stonebridge_big_M1)
stonebridge_sml_M1=StandardMesh(stonebridge_sml_M1)
stonebridge_1_m1=StandardMesh(stonebridge_1_m1)
stonebridge_2_m1=StandardMesh(stonebridge_2_m1)
storagebuild_m1=StandardMesh(storagebuild_m1)
//subhouse_5_m1=StandardMesh(subhouse_5_m1)
subhouse_5_m1=StandardMesh(Subhouse_5_Comp_M1)
SuburbHouse_1_closed_M1=StandardMesh(SuburbHouse_1_closed_M1)
//SuburbHouse_1_m1=StandardMesh(SuburbHouse_1_m1)
SuburbHouse_1_m1=StandardMesh(SuburbHouse_1_Comp_M1)
SuburbHouse_2_closed_M1=StandardMesh(SuburbHouse_2_closed_M1)
//SuburbHouse_2_M1=StandardMesh(SuburbHouse_2_M1)
SuburbHouse_2_M1=StandardMesh(SuburbHouse_2_Comp_M1)
SuburbHouse_3_closed_M1=StandardMesh(SuburbHouse_3_closed_M1)
//SuburbHouse_3_M1=StandardMesh(SuburbHouse_3_M1)
SuburbHouse_3_M1=StandardMesh(SuburbHouse_3_Comp_M1)
SuburbHouse_4_closed_M1=StandardMesh(SuburbHouse_4_closed_M1)
//SuburbHouse_4_M1=StandardMesh(SuburbHouse_4_M1)
SuburbHouse_4_M1=StandardMesh(SuburbHouse_4_Comp_M1)
//Supplyde_m1=StandardMesh(supplyde_m1)
Supplyde_m1=StandardMesh(Supplyde_Comp_M1)
Train_Wagon_m1=StandardMesh(Train_Wagon_m1)
wdfence1_fen1_m1=StandardMesh(wdfence1_fen1_m1)
wdfence1_pol1_m1=StandardMesh(wdfence1_pol1_m1)
wdfence2_fen1_m1=StandardMesh(wdfence2_fen1_m1)
wdfence2_pol1_m1=StandardMesh(wdfence2_pol1_m1)
Woodbrdg_M1=StandardMesh(Woodbrdg_M1)
//pacificfarm1_m1=StandardMesh(pacificfarm1_m1)
pacificfarm1_m1=StandardMesh(Pacificfarm1_Comp_M1)
//pacificfarm2_m1=StandardMesh(pacificfarm2_m1)
pacificfarm2_m1=StandardMesh(Pacificfarm2_Comp_M1)
Hut2_M1=StandardMesh(Hut2_M1)
Hut_M1=StandardMesh(Hut_M1)
Bridge_Big_M1=StandardMesh(Bridge_Big_M1)
Bridge_Small_M1=StandardMesh(Bridge_Small_M1)
// The dockrepair_supply and PTBoat_Repair_Supply are generally used
// together. dockrepair_supply is the actual dock, if you just want
// the dock, use it by itself. If you want it to also be a supply
// and repair point for PT boats, then add the PTBoat_Repair_Supply
// item and align them both exactly on each other with the same
// coordinates and rotation.
dockrepair_supply=StandardMesh(Boat_Repair_M1)
PTBoat_Repair_Supply=StandardMesh(Ammobox_m1)

[PROPS]
AfriCarpet1_m1=StandardMesh(AfriCarpet1_m1)
AfriCarpet2_m1=StandardMesh(AfriCarpet2_m1)
Bambrug_M1=StandardMesh(Bambrug_M1)
Berlin_Galler_M1=StandardMesh(Berlin_Galler_M1)
cabledrm_m1=StandardMesh(cabledrm_m1)
civiltable_m1=StandardMesh(civiltable_m1)
// CPboj and Flagpole are the flag objects. You can spawn them
// by themselves for effect, or use them as reference in placing flags,
// and to create terrain shadows. Normal flag objects do not create terrain shadows.
// You can also add the flags themselves, to make a flag that isn't a cap point,
// at the bottom of the props list are the flags.
CPboj_M1=StandardMesh(CPboj_M1)
FlagPole=StandardMesh(flagbase_m1)
eu_cart_M1=StandardMesh(eu_cart_M1)
eu_cart_2wheel_M1=StandardMesh(eu_cart_2wheel_M1)
eu_lumber1_m1=StandardMesh(eu_lumber1_m1)
eu_lumber2_m1=StandardMesh(eu_lumber2_m1)
Eu_Strtlight_Gls_M1=StandardMesh(Eu_Strtlight_Gls_M1)
Eu_Strtlight_M1=StandardMesh(Eu_Strtlight_M1)
Eu_Strtlight_wall_M1=StandardMesh(Eu_Strtlight_wall_M1)
Eubarrel_M1=StandardMesh(Eubarrel_M1)
Eubed_M1=StandardMesh(Eubed_M1)
eubooksh_M1=StandardMesh(eubooksh_M1)
euchair_M1=StandardMesh(euchair_M1)
euchair02_M1=StandardMesh(euchair02_M1)
euchair03=StandardMesh(euchair03)
Eucloset_M1=StandardMesh(Eucloset_M1)
eupaint1_M1=StandardMesh(eupaint1_M1)
eupaint2_M1=StandardMesh(eupaint2_M1)
eupaint3_M1=StandardMesh(eupaint3_M1)
EuroCarpet1_m1=StandardMesh(EuroCarpet1_m1)
EuroCarpet2_m1=StandardMesh(EuroCarpet2_m1)
eutable_M1=StandardMesh(eutable_M1)
eutables_M1=StandardMesh(eutables_M1)
flowerbox1_M1=StandardMesh(flowerbox1_M1)
flowerbox2_M1=StandardMesh(flowerbox2_M1)
flowerbox3_M1=StandardMesh(flowerbox3_M1)
Fountain_M1=StandardMesh(Fountain_M1)
// Gibb objects spawn and then disappear. Create a simple object
// out of them if you want them to be permanent.
Gibb_concret20_m1=StandardMesh(Gibb_concret20_m1)
Gibb_concret45_m1=StandardMesh(Gibb_concret45_m1)
Gibb_concret60_m1=StandardMesh(Gibb_concret60_m1)
Gibb_Mroof15_m1=StandardMesh(Gibb_Mroof15_m1)
Gibb_Mroof30_m1=StandardMesh(Gibb_Mroof30_m1)
Gibb_Mroof30_nc_m1=StandardMesh(Gibb_Mroof30_m1)
Gibb_wood20_m1=StandardMesh(Gibb_wood20_m1)
Gibb_wood40_m1=StandardMesh(Gibb_wood40_m1)
Gibb_wood72_m1=StandardMesh(Gibb_wood72_m1)
Gibb_wood90_m1=StandardMesh(Gibb_wood90_m1)
greencammo_m1=StandardMesh(greencammo_m1)
harbdock_pin1_m1=StandardMesh(harbdock_pin1_m1)
hspbed_m1=StandardMesh(hspbed_m1)
hospital_sta1_m1=StandardMesh(hospital_sta1_m1)
ladder_10m_m1=StandardMesh(ladder_10m_m1)
ladder_20m_m1=StandardMesh(ladder_20m_m1)
ladder_5m_m1=StandardMesh(ladder_5m_m1)
// Added the ladders, nets, and stairs used on the ships. The
// Aberdeen map uses some. More choices for ladder heights.
ShipLadder01=StandardMesh(Shokaku_lad_01_m1)
ShipLadder02=StandardMesh(Shokaku_lad_02_m1)
ShipLadder03=StandardMesh(Shokaku_lad_03_m1)
ShipLadder04=StandardMesh(Shokaku_lad_04_m1)
ShipStair01=StandardMesh(shokaku_sta_01_m1)
ClimbingNet_6m=StandardMesh(climbnet_6m_m1)
ClimbingNet_6mx11m=StandardMesh(climbnet_6mx11m_m1)
ClimbingNet_3m=StandardMesh(climbnet_3m_m1)
ClimbingNet_3mx4m=StandardMesh(climbnet_3mx4m_m1)
Boat_RepairLadder_M1=StandardMesh(Boat_RepairLadder_M1)
rooflamp1_m1=StandardMesh(rooflamp1_m1)
walllamp1_m1=StandardMesh(walllamp1_m1)
lcvp_static=StandardMesh(lcvp_hull_m1)
leaf1_m1=StandardMesh(leaf1_m1)
leaf2_m1=StandardMesh(leaf2_m1)
milBed_m1=StandardMesh(milBed_m1)
milichair_m1=StandardMesh(milichair_m1)
mililocker_m1=StandardMesh(mililocker_m1)
militable_m1=StandardMesh(militable_m1)
Military_boxW3_M1=StandardMesh(Military_boxW3_M1)
Pachair_M1=StandardMesh(Pachair_M1)
Pacifbed_M1=StandardMesh(Pacifbed_M1)
pacificfurni1_m1=StandardMesh(pacificfurni1_m1)
Pacloset_M1=StandardMesh(Pacloset_M1)
Pajar1_M1=StandardMesh(Pajar1_M1)
PajarB_M1=StandardMesh(PajarB_M1)
Papaint_M1=StandardMesh(Papaint_M1)
Pascreen_M1=StandardMesh(Pascreen_M1)
Patable_M1=StandardMesh(Patable_M1)
Pipe_M1=StandardMesh(Pipe_M1)
Pipe_bRack_m1=StandardMesh(Pipe_bRack_m1)
Pipe_sRack_m1=StandardMesh(Pipe_sRack_m1)
Pipe_Tube_AiCol_m1=StandardMesh(Pipe_Tube_AiCol_m1)
Pipe_Tube90_m1=StandardMesh(Pipe_Tube90_m1)
Pipe_TubeConnect_m1=StandardMesh(Pipe_TubeConnect_m1)
Pipe_TubeConnect_wHole_m1=StandardMesh(Pipe_TubeConnect_wHole_m1)
Pipe_TubeSection_m1=StandardMesh(Pipe_TubeSection_m1)
planeeng_M1=StandardMesh(planeeng_M1)
Plank_10m_m1=StandardMesh(Plank_10m_m1)
Plank_6m_m1=StandardMesh(Plank_6m_m1)
Plank_8m_m1=StandardMesh(Plank_8m_m1)
PlateShelf_M1=StandardMesh(PlateShelf_M1)
plough_M1=StandardMesh(plough_M1)
portablel_M1=StandardMesh(portablel_M1)
// Posters have no texture, I have created one, e-mail me for it.
posters_am1_m1=StandardMesh(posters_am1_m1)
posters_am2_m1=StandardMesh(posters_am2_m1)
posters_am3_m1=StandardMesh(posters_am3_m1)
posters_br1_m1=StandardMesh(posters_br1_m1)
posters_br2_m1=StandardMesh(posters_br2_m1)
posters_br3_m1=StandardMesh(posters_br3_m1)
posters_fr1_m1=StandardMesh(posters_fr1_m1)
posters_fr2_m1=StandardMesh(posters_fr2_m1)
posters_fr3_m1=StandardMesh(posters_fr3_m1)
repaircist_m1=StandardMesh(repaircist_m1)
repport_box1_m1=StandardMesh(repport_box1_m1)
repport_tan1_m1=StandardMesh(repport_tan1_m1)
repport_tun1_M1=StandardMesh(repport_tun1_M1)
rh_tsp_M1=StandardMesh(rh_tsp_M1)
sacks_M1=StandardMesh(sacks_M1)
sandbag_2m_m1=StandardMesh(sandbag_2m_m1)
sandbagi_m1=StandardMesh(sandbagi_m1)
sandbagl_m1=StandardMesh(sandbagl_m1)
sandbagu_m1=StandardMesh(sandbagu_m1)
// Collision mesh for sandbagL2 is wrong, at least it doesn't match
// the object. It's way too high and extends too far from the ends.
// Use sandbagl instead.
sandbagL2_M1=StandardMesh(sandbagL2_M1)
scarwheel1_m1=StandardMesh(scarwheel1_m1)
scarwheel2_m1=StandardMesh(scarwheel2_m1)
scrap_metal1_m1=StandardMesh(scrap_metal1_m1)
scrap_metal2_m1=StandardMesh(scrap_metal2_m1)
scrap_metal3_m1=StandardMesh(scrap_metal3_m1)
Sculpture_Angel_M1=StandardMesh(Sculpture_Angel_M1)
sea_obs_M1=StandardMesh(sea_obs_M1)
Shell1250mmLw_m1=StandardMesh(Shell1250mmLw_m1)
Shell792mmLw_m1=StandardMesh(Shell792mmLw_m1)
Shell9mmLw_m1=StandardMesh(Shell9mmLw_m1)
signalpanel_m1=StandardMesh(signalpanel_m1)
Signs_Germ1_m1=StandardMesh(Signs_Germ1_m1)
Signs_Germ2_m1=StandardMesh(Signs_Germ2_m1)
Signs_Germ3_m1=StandardMesh(Signs_Germ3_m1)
Signs_Germ4_m1=StandardMesh(Signs_Germ4_m1)
signs_Rus_roadsign1__m1=StandardMesh(signs_Rus_roadsign1__m1)
signs_Rus_roadsign2__m1=StandardMesh(signs_Rus_roadsign2__m1)
signs_Rus_roadsign3__m1=StandardMesh(signs_Rus_roadsign3__m1)
signs_Rus1_m1=StandardMesh(signs_Rus1_m1)
signs_Rus2_m1=StandardMesh(signs_Rus2_m1)
signs_Rus3_m1=StandardMesh(signs_Rus3_m1)
signs_Rus4_m1=StandardMesh(signs_Rus4_m1)
// Part of the skybox for El Alamein, no reason for it to be here
//Skyelala_M1=StandardMesh(Skyelala_M1)
spaan_m1=StandardMesh(spaan_m1)
stebarbwire_m1=StandardMesh(stebarbwire_m1)
stebarbwire2_m1=StandardMesh(stebarbwire2_m1)
stebarrel1_m1=StandardMesh(stebarrel1_m1)
stebarrel2_m1=StandardMesh(stebarrel2_m1)
stecrate1_M1=StandardMesh(stecrate1_M1)
stecrate2_M1=StandardMesh(stecrate2_M1)
steplank1_m1=StandardMesh(steplank1_m1)
steshelf_m1=StandardMesh(steshelf_m1)
Stones_Africa_L_M1=StandardMesh(Stones_Africa_L_M1)
Stones_Euro_L_M1=StandardMesh(Stones_Euro_L_M1)
Stones_Pacif_L_m1=StandardMesh(Stones_Pacif_L_m1)
Stones_Russia_L_M1=StandardMesh(Stones_Russia_L_M1)
stove_eu_m1=StandardMesh(stove_eu_m1)
T_Stone1_m1=StandardMesh(T_Stone1_m1)
T_Stone2_m1=StandardMesh(T_Stone2_m1)
T_Stone3_m1=StandardMesh(T_Stone3_m1)
T_Stone4_m1=StandardMesh(T_Stone4_m1)
tankobs_ste_M1=StandardMesh(tankobs_ste_M1)
telepole_M1=StandardMesh(telepole_M1)
weldtube_m1=StandardMesh(weldtube_m1)
// weldtank doesn't seem to work, use weldtube instead
//weldtank_M1=StandardMesh(weldtube_m1)
well_eu_M1=StandardMesh(well_eu_M1)
wheelbarrow_M1=StandardMesh(wheelbarrow_M1)
whetstone_M1=StandardMesh(whetstone_M1)
Window_m1=StandardMesh(windowWhole_M1)
Woodladder_4m_m1=StandardMesh(Woodladder_4m_m1)
// Plane wrecks spawn and then disappear, use the custom
// objects from the Caen map instead.
Wreck_aichi2_m1=StandardMesh(Wreck_aichi2_m1)
Wreck_B17_2_m1=StandardMesh(Wreck_B17_2_m1)
Wreck_B17_3_m1=StandardMesh(Wreck_B17_3_m1)
Wreck_Corsair2_M1=StandardMesh(Wreck_Corsair2_M1)
Wreck_Mustang2_m1=StandardMesh(Wreck_Mustang2_m1)
Wreck_Spitfire_2_m1=StandardMesh(Wreck_Spitfire_2_m1)
Wreck_Spitfire_3_m1=StandardMesh(Wreck_Spitfire_3_m1)
AnimatedSoFlag=StandardMesh(flagso_m1)
AnimatedUsFlag=StandardMesh(flagus_m1)
AnimatedJapFlag=StandardMesh(flagJp_m1)
AnimatedGeFlag=StandardMesh(flagge_m1)
AnimatedUkFlag=StandardMesh(flaguk_m1)
AnimatedCanFlag=StandardMesh(flagcan_m1)
MG_tripodStick=StandardMesh(tripod_stick_m1)
// DepthChargeLauncherDummy works, but has no collision.
DepthChargeLauncherDummy=StandardMesh(depth_charge_m1)
// The two submarine DaiHatsuSpawners are not DaiHatsu landing craft.
// They are both the same mesh, a telephone box on a post. Don't ask me.
// If you change either sub's objects.con to include the DaiHatsuSpawner
// object (it is commented out) then the telephone box will be sticking
// out of the deck of the sub. The mesh is called spawn button, so I'm
// thinking the idea was to be able to spawn a landing craft from a sub
// for some reason.
GatoDaiHatsuSpawner=StandardMesh(spawnbutton_m1)
Sub7CDaiHatsuSpawner=StandardMesh(spawnbutton_m1)
// The cockpit dummy objects aren't much use. They are the image you
// see when you use the defgun or a turret on a ship. Left out, since
// they are pretty much useless. Might be OK for a decoration someplace.
DefgunCockpit=StandardMesh(1p_shipgun_m1)
ShipCockpitDummy=StandardMesh(1p_shipgun_m1)
citymesh1fence_m1=StandardMesh(citymesh1fence_m1)
citymesh2fence_m1=StandardMesh(citymesh2fence_m1)
citymesh3fence_M1=StandardMesh(citymesh3fence_M1)
eu_churchfence_m1=StandardMesh(eu_churchfence_m1)
ironbrdg1fence_m1=StandardMesh(ironbrdg1fence_m1)

[VEGETATION]
Afri_bush1_M1=TreeMesh(Afri_bush1_M1)
Afri_bush10_M1=TreeMesh(Afri_bush10_M1)
Afri_bush11_M1=TreeMesh(Afri_bush11_M1)
Afri_bush2_M1=TreeMesh(Afri_bush2_M1)
Afri_bush3_M1=TreeMesh(Afri_bush3_M1)
Afri_bush4_M1=TreeMesh(Afri_bush4_M1)
Afri_bush5_M1=TreeMesh(Afri_bush5_M1)
Afri_bush6_M1=TreeMesh(Afri_bush6_M1)
Afri_bush7_M1=TreeMesh(Afri_bush7_M1)
Afri_bush8_M1=TreeMesh(Afri_bush8_M1)
Afri_bush9_M1=TreeMesh(Afri_bush9_M1)
Afri_tree1_M1=TreeMesh(Afri_tree1_M1)
Afri_tree2_M1=TreeMesh(Afri_tree2_M1)
Afri_tree3_M1=TreeMesh(Afri_tree3_M1)
Afri_tree4_M1=TreeMesh(Afri_tree4_M1)
Afri_tree5_M1=TreeMesh(Afri_tree5_M1)
Afri_tree6_M1=TreeMesh(Afri_tree6_M1)
Afri_tree7_M1=TreeMesh(Afri_tree7_M1)
Afri_tree8_M1=TreeMesh(Afri_tree8_M1)
Afri_tree9_M1=TreeMesh(Afri_tree9_M1)
Aspen_bush1_M1=TreeMesh(Aspen_bush1_M1)
Aspen_bush2_M1=TreeMesh(Aspen_bush2_M1)
Birtsh_bush1_M1=TreeMesh(Birtsh_bush1_M1)
Birtsh_bush2_M1=TreeMesh(Birtsh_bush2_M1)
djungle_monstrea_M1=TreeMesh(djungle_monstrea_M1)
djungle_monstrea2_M1=TreeMesh(djungle_monstrea2_M1)
EU_asp1_M1=TreeMesh(EU_asp1_M1)
EU_asp2_M1=TreeMesh(EU_asp2_M1)
EU_asp3_M1=TreeMesh(EU_asp3_M1)
EU_Birtch1_M1=TreeMesh(EU_Birtch1_M1)
EU_Birtch2_M1=TreeMesh(EU_Birtch2_M1)
EU_Birtch3_M1=TreeMesh(EU_Birtch3_M1)
EU_pine1_M1=TreeMesh(EU_pine1_M1)
EU_pine2_M1=TreeMesh(EU_pine2_M1)
EU_pine3_M1=TreeMesh(EU_pine3_M1)
EU_pine4_M1=TreeMesh(EU_pine4_M1)
EU_pine5_M1=TreeMesh(EU_pine5_M1)
EU_pine6_M1=TreeMesh(EU_pine6_M1)
EU_pine7_M1=TreeMesh(EU_pine7_M1)
EU_Spruce_large_M1=TreeMesh(EU_Spruce_large_M1)
EU_Spruce1_M1=TreeMesh(EU_Spruce1_M1)
EU_Spruce2_M1=TreeMesh(EU_Spruce2_M1)
EU_Spruce3_M1=TreeMesh(EU_Spruce3_M1)
EU_Spruce4_M1=TreeMesh(EU_Spruce4_M1)
FERNBIG_M1=TreeMesh(FERNBIG_M1)
FERNMEDIUM_M1=TreeMesh(FERNMEDIUM_M1)
FERNSMAL_M1=TreeMesh(FERNSMAL_M1)
// jungle_bush_M1 is really ugly, may not have all files needed,
// or is supposed to be used only for distance viewing
jungle_bush_M1=TreeMesh(jungle_bush_M1)
Jungle_plant1_M1=TreeMesh(Jungle_plant1_M1)
Jungle_plant10_M1=TreeMesh(Jungle_plant10_M1)
Jungle_plant11_M1=TreeMesh(Jungle_plant11_M1)
Jungle_plant12_M1=TreeMesh(Jungle_plant12_M1)
Jungle_plant13_M1=TreeMesh(Jungle_plant13_M1)
Jungle_plant14_M1=TreeMesh(Jungle_plant14_M1)
Jungle_plant15_M1=TreeMesh(Jungle_plant15_M1)
Jungle_plant16_M1=TreeMesh(Jungle_plant16_M1)
Jungle_plant17_M1=TreeMesh(Jungle_plant17_M1)
Jungle_plant18_M1=TreeMesh(Jungle_plant18_M1)
Jungle_plant19_M1=TreeMesh(Jungle_plant19_M1)
Jungle_plant2_M1=TreeMesh(Jungle_plant2_M1)
Jungle_plant20_M1=TreeMesh(Jungle_plant20_M1)
Jungle_plant21_M1=TreeMesh(Jungle_plant21_M1)
Jungle_plant22_M1=TreeMesh(Jungle_plant22_M1)
Jungle_plant3_M1=TreeMesh(Jungle_plant3_M1)
Jungle_plant3b_M1=TreeMesh(Jungle_plant3b_M1)
Jungle_plant3c_M1=TreeMesh(Jungle_plant3c_M1)
Jungle_plant3d_M1=TreeMesh(Jungle_plant3d_M1)
Jungle_plant4_M1=TreeMesh(Jungle_plant4_M1)
Jungle_plant4b_M1=TreeMesh(Jungle_plant4b_M1)
Jungle_plant5_M1=TreeMesh(Jungle_plant5_M1)
Jungle_plant6_M1=TreeMesh(Jungle_plant6_M1)
Jungle_plant7_M1=TreeMesh(Jungle_plant7_M1)
Jungle_plant8_M1=TreeMesh(Jungle_plant8_M1)
Jungle_plant9_M1=TreeMesh(Jungle_plant9_M1)
Jungle_plantBall_M1=TreeMesh(Jungle_plantBall_M1)
Jungle_tree1_M1=TreeMesh(Jungle_tree1_M1)
Jungle_tree10_M1=TreeMesh(Jungle_tree10_M1)
Jungle_tree11_M1=TreeMesh(Jungle_tree11_M1)
Jungle_tree11b_M1=TreeMesh(Jungle_tree11b_M1)
Jungle_tree12_M1=TreeMesh(Jungle_tree12_M1)
Jungle_tree13_M1=TreeMesh(Jungle_tree13_M1)
Jungle_tree13b_M1=TreeMesh(Jungle_tree13b_M1)
Jungle_tree13c_M1=TreeMesh(Jungle_tree13c_M1)
Jungle_tree14_M1=TreeMesh(Jungle_tree14_M1)
Jungle_tree14b_M1=TreeMesh(Jungle_tree14b_M1)
Jungle_tree14c_M1=TreeMesh(Jungle_tree14c_M1)
Jungle_tree15_M1=TreeMesh(Jungle_tree15_M1)
Jungle_tree15b_M1=TreeMesh(Jungle_tree15b_M1)
// Jungle_tree15c_M1 doesn't show up in BC, but seems to work fine in game
Jungle_tree15c_M1=TreeMesh(Jungle_tree15c_M1)
Jungle_tree2_M1=TreeMesh(Jungle_tree2_M1)
Jungle_tree2b_M1=TreeMesh(Jungle_tree2b_M1)
Jungle_tree3_M1=TreeMesh(Jungle_tree3_M1)
Jungle_tree4_M1=TreeMesh(Jungle_tree4_M1)
Jungle_tree5_M1=TreeMesh(Jungle_tree5_M1)
Jungle_tree6_M1=TreeMesh(Jungle_tree6_M1)
Jungle_tree7_M1=TreeMesh(Jungle_tree7_M1)
Jungle_tree8_M1=TreeMesh(Jungle_tree8_M1)
Jungle_tree9_M1=TreeMesh(Jungle_tree9_M1)
oak_tree_m1=StandardMesh(oak_tree_m1)
Pacific_Palm_1_M1=TreeMesh(Pacific_Palm_1_M1)
Pacific_Palm_2_M1=TreeMesh(Pacific_Palm_2_M1)
Pacific_Palm_3_M1=TreeMesh(Pacific_Palm_3_M1)
Pacific_Palm_4_M1=StandardMesh(Pacific_Palm_4_M1)
Pacific_Palm_A_M1=TreeMesh(Pacific_Palm_A_M1)
Pacific_Palm_C_M1=TreeMesh(Pacific_Palm_C_M1)
Pacific_Palm_D_M1=TreeMesh(Pacific_Palm_D_M1)
Pacific_Palm_large_1_M1=TreeMesh(Pacific_Palm_large_1_M1)
Pacific_Palm_large_2_M1=TreeMesh(Pacific_Palm_large_2_M1)
Pacific_Palm_Large_M1=TreeMesh(Pacific_Palm_Large_M1)
PALMHIGH_M1=TreeMesh(PALMHIGH_M1)
Palmshort_m1=TreeMesh(PALMSHORT_M1)

[STATIONARY_WEAPONS]
//AA_Allies=StandardMesh(aa_allies_carriage_m1)
AA_Allies=StandardMesh(AA_Allies_Comp_M1)
// AA_Allies_Base is just the objects needed for the AA gun, if it's
// placed in a map, you just get a "ghost" AA gun that has no collision
// and can't be activated, use AA_Allies instead
//AA_Allies_Base=StandardMesh(aa_allies_carriage_m1)
//Defgun=StandardMesh(defgun_turret_M1)
Defgun=StandardMesh(Defgun_Comp_M1)
// Using Wreck_DefGun_m1 for the defgun will make it look right on top
// of the bunker, but it's wrecked. If you're placing a defgun elsewhere,
// use this instead, since it has the right height in BC. Can't grab it
// though, have to use the objects list to select it so you can move it
//Defgun=StandardMesh(Wreck_DefGun_m1)
//flak38=StandardMesh(Flak38_lavett_M1)
flak38=StandardMesh(Flak_38_Comp_M1)
// The only MGs that work are the stationary ones. The others
// are used in vehicles.
//Browning=StandardMesh(RiBro_Body_m1)
//Browning_Air=StandardMesh(RiBro_Body_m1)
//Browning_unlimited=StandardMesh(RiBro_Body_m1)
//Coaxial_browning=StandardMesh(RiBro_Body_m1)
//Coaxial_MG42=StandardMesh(RiM42_m1)
//MG42=StandardMesh(RiM42_m1)
//MG42_Air=StandardMesh(RiM42_m1)
//MG42_unlimited=StandardMesh(RiM42_m1)
// I find it's easier to use the tripod_stick mesh when first placing
// an MG. It will show up as the support rod so you can place it that
// way. Then, save the map, switch back to the RIBro_Body or RiM42 meshes
// and rotate the gun itself. It would be nice if BC could show more than
// one mesh for objects.
//Stationary_Browning=StandardMesh(RiBro_Body_m1)
Stationary_Browning=StandardMesh(Ribro_Comp_M1)
//Stationary_mg42=StandardMesh(RiM42_m1)
Stationary_mg42=StandardMesh(Rim42_Comp_m1)
//Stationary_Browning=StandardMesh(tripod_stick_m1)
//Stationary_mg42=StandardMesh(tripod_stick_mg42_m1)

[VEHICLES_AIR]
//AichiVal=StandardMesh(rh_aichi_fus_M1)
AichiVal=StandardMesh(Aichi_Comp_M1)
//Aichival-T=StandardMesh(rh_aichi_fus_M1)
Aichival-T=StandardMesh(Aichit_Comp_M1)
//B17=StandardMesh(B17_Fus_M1)
B17=StandardMesh(B17_Comp_M1)
//BF109=StandardMesh(bf109_fus_M1)
BF109=StandardMesh(BF109_Comp_M1)
//Corsair=StandardMesh(Corsair_Hull_M1)
Corsair=StandardMesh(Corsair_Comp_M1)
//Mustang=StandardMesh(Mustang_fus1_M1)
Mustang=StandardMesh(Mustang_Comp_M1)
//SBD=StandardMesh(SBD-6_fus_M1)
SBD=StandardMesh(SBD_Comp_M1)
//SBD-T=StandardMesh(SBD-6_fus_M1)
SBD-T=StandardMesh(SBD-T_Comp_M1)
//Spitfire=StandardMesh(Spitfire_Fus_M1)
Spitfire=StandardMesh(Spitfire_Comp_M1)
//Stuka=StandardMesh(JU87_fuselage_M1)
Stuka=StandardMesh(Stuka_Comp_M1)
//Yak9=StandardMesh(Yak9_Hull_M1)
Yak9=StandardMesh(YAK9_Comp_M1)
//Zero=StandardMesh(zero_fus_m1)
Zero=StandardMesh(Zero_Comp_M1)
//Ilyushin=StandardMesh(ILyushin_Hull_M1)
Ilyushin=StandardMesh(Ilyushin_Comp_M1)

[VEHICLES_LAND]
//Chi-ha=StandardMesh(Chi-Ha_Hull_m1)
Chi-ha=StandardMesh(Chi-Ha_Comp_M1)
//Hanomag=StandardMesh(Hanomag_Hull_M1)
Hanomag=StandardMesh(Hanomag_Comp_M1)
//Katyusha=StandardMesh(Katyusha_Main_M1)
Katyusha=StandardMesh(Katyusha_Comp_M1)
//Kubelwagen=StandardMesh(Kubel_Hul_M1)
Kubelwagen=StandardMesh(Kubel_Comp_M1)
//M10=StandardMesh(M10_Hull_M1)
M10=StandardMesh(M10_Comp_M1)
//M3A1=StandardMesh(M3A1_Hull_M1)
M3A1=StandardMesh(M3A1_Comp_M1)
//PanzerIV=StandardMesh(PanzerIV_Hull_M1)
PanzerIV=StandardMesh(Panzer4_Comp_M1)
//Priest=StandardMesh(Priest_Hull_M1)
Priest=StandardMesh(Priest_Comp_M1)
//Sherman=StandardMesh(Sherman_Hull_M1)
Sherman=StandardMesh(Sherman_Comp_M1)
//T34=StandardMesh(T-34_Hull_M1)
T34=StandardMesh(T-34_Comp_M1)
//T34-85=StandardMesh(T-34-85_Hull_M1)
T34-85=StandardMesh(T-34-85_Comp_M1)
//Tiger=StandardMesh(Tiger_Hull_M1)
Tiger=StandardMesh(Tiger_Comp_M1)
//Wespe=StandardMesh(Wespe_Hull_M1)
Wespe=StandardMesh(Wespe_Comp_M1)
//Willy=StandardMesh(Willy_Hul_M1)
Willy=StandardMesh(Willy_Comp_M1)
//BlackMedal=StandardMesh(BlackMedal_Hull_M1)
BlackMedal=StandardMesh(BlackMedal_Comp_M1)
//Ho-Ha=StandardMesh(HoHa_Hull_M1)
Ho-Ha=StandardMesh(Ho-Ha_Comp_M1)
//KettenKrad=StandardMesh(KettenKrad_Hull_M1)
KettenKrad=StandardMesh(KettenKrad_Comp_M1)
//Lynx=StandardMesh(Lynx_Hull_M1)
Lynx=StandardMesh(Lynx_Comp_M1)
//Sexton=StandardMesh(Sexton_Hull_M1)
Sexton=StandardMesh(Sexton_Comp_M1)

[VEHICLES_SEA]
// AA_Enterprise is essentially useless. It only should be used on
// carriers, and it's already included in the objects of the carriers.
//AA_Enterprise=StandardMesh(aa_Allies_cannon_M1)
Daihatsu=StandardMesh(Dai-hatsu_m1)
Enterprise=StandardMesh(Enterprise_comp_M1)
//Fletcher=StandardMesh(Fletch_hull_M1)
Fletcher=StandardMesh(Fletcher_Comp_M1)
//Fletcher2=StandardMesh(Fletch_hull_M1)
Fletcher2=StandardMesh(Fletcher_Comp_M1)
//FletcherStatic=StandardMesh(Fletch_hull_M1)
FletcherStatic=StandardMesh(Fletcher_Comp_M1)
Gato=StandardMesh(Gato_Hull_m1)
Hatsuzuki=StandardMesh(Hatsuzuki_M1)
Hatsuzuki2=StandardMesh(Hatsuzuki_M1)
Lcvp=StandardMesh(Lcvp_Hull_M1)
PrinceOW=StandardMesh(PrinceOW_Hul1_M1)
Shokaku=StandardMesh(Shokaku_comp_m1)
Sub7C=StandardMesh(SubVII_Hull_M1)
Yamato=StandardMesh(Yamato_Hull_m1)
Elco80=StandardMesh(PT_Elco_M1)
//Elco80Raft=StandardMesh(PT_Raft_M1)
Elco80Raft=StandardMesh(PTraft_Comp_M1)
Type38=StandardMesh(Type38_Hull_M1)
//Type38Raft=StandardMesh(Type38_Raft_M1)
Type38Raft=StandardMesh(Type38raft_Comp_M1)

[EFFECTS]
// BuildingFire doesn't seem to do anything.
//BuildingFire=StandardMesh(explFire_Test_m1)
BuildingSmokeIdleDark=StandardMesh(soldier_spawn)
// WaterShoreSvall doesn't really work. Only seems to be useful when
// you place it over water, then it doesn't do much.
WaterShoreSvall=StandardMesh(soldier_spawn)
Afri_SandStorm=StandardMesh(soldier_spawn)
Afri_bush_SandStorm=StandardMesh(soldier_spawn)

[KITS]
GB_AT=StandardMesh(Kit_AlliesAntiTank_m1)
GB_Assault=StandardMesh(Kit_AlliesAssault_m1)
GB_Engineer=StandardMesh(Kit_AlliesEngineer_m1)
GB_Medic=StandardMesh(Kit_AlliesMedic_m1)
GB_Scout=StandardMesh(Kit_AlliesScout_m1)
Canadian_AT=StandardMesh(Kit_AlliesAntiTank_m1)
Canadian_Assault=StandardMesh(Kit_CanAssault_M1)
Canadian_Engineer=StandardMesh(Kit_AlliesEngineer_m1)
Canadian_Medic=StandardMesh(Kit_AlliesMedic_m1)
Canadian_Scout=StandardMesh(Kit_AlliesScout_m1)
German_AT=StandardMesh(Kit_AxisAntiTank_m1)
German_Assault=StandardMesh(Kit_AxisAssault_m1)
German_Engineer=StandardMesh(Kit_AxisEngineer_m1)
German_Medic=StandardMesh(Kit_AxisMedic_m1)
German_Scout=StandardMesh(Kit_AxisScout_m1)
German_AT_Desert=StandardMesh(Kit_AxisAntiTank_m1)
German_Assault_Desert=StandardMesh(Kit_AxisAssault_m1)
German_Engineer_Desert=StandardMesh(Kit_AxisEngineer_m1)
German_Medic_Desert=StandardMesh(Kit_AxisMedic_m1)
German_Scout_Desert=StandardMesh(Kit_AxisScout_m1)
Jap_AT=StandardMesh(Kit_AxisAntiTank_m1)
Jap_Assault=StandardMesh(Kit_JapaneseAssault_m1)
Jap_Engineer=StandardMesh(Kit_JapEngineer_m1)
Jap_Medic=StandardMesh(Kit_AxisMedic_m1)
Jap_Scout=StandardMesh(Kit_AxisScout_m1)
Rus_AT=StandardMesh(Kit_AlliesAntiTank_m1)
Rus_Assault=StandardMesh(Kit_RussianAssault_m1)
Rus_Engineer=StandardMesh(Kit_AlliesEngineer_m1)
Rus_Medic=StandardMesh(Kit_AlliesMedic_m1)
Rus_Scout=StandardMesh(Kit_AlliesScout_m1)
Us_AT=StandardMesh(Kit_AlliesAntiTank_m1)
Us_Assault=StandardMesh(Kit_AlliesAssault_m1)
US_Engineer=StandardMesh(Kit_USEngineer_m1)
US_Medic=StandardMesh(Kit_AlliesMedic_m1)
US_Scout=StandardMesh(Kit_AlliesScout_m1)
UsMarine_AT=StandardMesh(Kit_AlliesAntiTank_m1)
UsMarine_Assault=StandardMesh(Kit_AlliesAssault_m1)
USMarine_Engineer=StandardMesh(Kit_USEngineer_m1)
USMarine_Medic=StandardMesh(Kit_AlliesMedic_m1)
USMarine_Scout=StandardMesh(Kit_AlliesScout_m1)

[Custom Structures]
// These are the custom objects in the Battle of Britain and Liberation of Caen maps.
// You will have to add their files to your map to make them work.
CoastBridge_m1=StandardMesh(CoastBridge_m1)
Ju88A_Repairpoint=StandardMesh(Ammobox_m1)
Pegasus_Bridge_M1=StandardMesh(Pegasus_Full_M1)
Pegasus_Ladder=StandardMesh(Pegasus_Ladder_M1)

[Custom Props]
// These are the custom objects in the Battle of Britain and Liberation of Caen maps.
// You will have to add their files to your map to make them work.
b17_Wreck1_m1=StandardMesh(b17_Wreck1_m1)
b17_Wreck2_m1=StandardMesh(b17_Wreck2_m1)
b17_Wreck3_m1=StandardMesh(b17_Wreck3_m1)
corsair_Wreck2_m1=StandardMesh(Wreck_corsair2_m1)
junkers_Wreck1_m1=StandardMesh(Junker_wreck_fus_M1)
junkers_Wreck2_m1=StandardMesh(Junker_wreck_wing_M1)
junkers_Wreck3_m1=StandardMesh(Junker_wreck_tail_M1)
mustang_Wreck2_m1=StandardMesh(Wreck_mustang2_m1)
spitfire_Wreck2_m1=StandardMesh(Wreck_spitfire_2_m1)
spitfire_Wreck3_m1=StandardMesh(Wreck_spitfire_3_m1)
BaldOne_Tombstone_m1=StandardMesh(T_Stone_sa_m1)
Littleman_Tombstone_m1=StandardMesh(T_Stone_jc_m1)
Killsoft_Tombstone_m1=StandardMesh(T_Stone_aa_m1)
Chuckles_Tombstone_m1=StandardMesh(T_Stone_nw_m1)
Xavos_Tombstone_m1=StandardMesh(T_Stone_tg_m1)

// These things are various useless items, most have no collision.
// Must be created and added as custom objects.
//park_bench_m1=StandardMesh(park_bench_m1)
//stone_eu_big_m1=StandardMesh(stone_eu_big_m1)
//brshpl_m1=StandardMesh(brshpl_m1)
//Dummysphere=StandardMesh(Dummysphere)
//lrg_desertstn1_m1=StandardMesh(lrg_desertstn1_m1)
//lrg_desertstn2_m1=StandardMesh(lrg_desertstn2_m1)
//RiBro_Tripod_m1=StandardMesh(RiBro_Tripod_m1)
//tripod_m1=StandardMesh(tripod_m1)
//B17_Org_m1=StandardMesh(B17_Org_m1)

//[Custom Vegetation]

[Custom Stationary Weapons]
// This is a custom object in the Liberation of Caen map.
// You will have to add it's files to your map to make it work.
//Pak40=StandardMesh(PAK40_Carriage_L1)
Pak40=StandardMesh(PAK40_Comp_M1)

[Custom Vehicles Air]
// This is the Junker bomber in the Battle of Britain map. You will
// have to add it's files to your map to make it work.
//Ju88A=StandardMesh(Junker_Fus_m1)
Ju88A=StandardMesh(JU88a_Comp_M1)

//[Custom Vehicles Land]

[Custom Vehicles Sea]
// These are the two carriers used in the Coral Sea map
// You need to add their custom files to your map to use them
Hornet=StandardMesh(Enterprise_comp_M1)
Hiryu=StandardMesh(Shokaku_comp_m1)

// Raft from the Liberation of Caen map,
// You need to add it's custom files to your map to use it.
//CDNRaft=StandardMesh(Type38_Raft_M1)
CDNRaft=StandardMesh(Cdnraft_Comp_M1)

[Custom Spawnable Objects]
// These are the custom objects in the Battle of Britain and Liberation of Caen maps.
// You will have to add their files to your map to make them work.
// Radartower should not be used as an object by itself, it is the actual object for
// the other named radar towers.
//Britain_Factory=StandardMesh(Britain_Factory_M1)
Britain_Factory=StandardMesh(Britain_Factory_Comp_M1)
//Felixstowe_RadarTower=StandardMesh(RadarTower_Bunker_M1)
Felixstowe_RadarTower=StandardMesh(Radartower_Comp_M1)
//Clacton_RadarTower=StandardMesh(RadarTower_Bunker_M1)
Clacton_RadarTower=StandardMesh(Radartower_Comp_M1)
//East_Harwick_RadarTower=StandardMesh(RadarTower_Bunker_M1)
East_Harwick_RadarTower=StandardMesh(Radartower_Comp_M1)
//West_Harwick_RadarTower=StandardMesh(RadarTower_Bunker_M1)
West_Harwick_RadarTower=StandardMesh(Radartower_Comp_M1)
Radar_AA_Allies=StandardMesh(Radar_AA_Allies_carriage_m1)
radartower=StandardMesh(RadarTower_Stand_M1)
ParatrooperSpawnObject=StandardMesh(Parachute_m1)

//[Custom Effects]
// Various smoke & fire effects. Not all work yet
//BuildingFire=StandardMesh(soldier_spawn)
//BuildingSmoke=StandardMesh(soldier_spawn)
//BuildingDust=StandardMesh(soldier_spawn)
//BuildingSmokeSmall=StandardMesh(soldier_spawn)

[Custom Sounds]
// The entries below are sounds, but not nearly all of them.
// To use these in a map, you'll have to add the appropriate CON and SSC files
River=StandardMesh(soldier_spawn)
River4=StandardMesh(soldier_spawn)
River5=StandardMesh(soldier_spawn)
Coastline=StandardMesh(soldier_spawn)
Lake=StandardMesh(soldier_spawn)
Lake2=StandardMesh(soldier_spawn)
Lake3=StandardMesh(soldier_spawn)
CoastlineIsle1=StandardMesh(soldier_spawn)
CoastlineIsle2=StandardMesh(soldier_spawn)
CoastlineIsle3=StandardMesh(soldier_spawn)
CoastlineIsle4=StandardMesh(soldier_spawn)
CoastlineIsle5=StandardMesh(soldier_spawn)
beach1=StandardMesh(soldier_spawn)
beach2=StandardMesh(soldier_spawn)
beach3=StandardMesh(soldier_spawn)
beach4=StandardMesh(soldier_spawn)
beach5=StandardMesh(soldier_spawn)
rivermid=StandardMesh(soldier_spawn)
Riverside=StandardMesh(soldier_spawn)
Riverside2=StandardMesh(soldier_spawn)
island1=StandardMesh(soldier_spawn)
island2=StandardMesh(soldier_spawn)
island3=StandardMesh(soldier_spawn)
Easter=StandardMesh(soldier_spawn)
Siren=StandardMesh(soldier_spawn)
Fjord=StandardMesh(soldier_spawn)
church_bell=StandardMesh(soldier_spawn)
Abstract
Posts: 9
Joined: Mon Oct 28, 2013 7:57 pm

Re: Vanilla BF1942 Static Objects

Post by Abstract »

Aother good online source / help is http://www.battlefieldsingleplayer.info ... view=Files - I have started using this to try and determine which files are for which mod :)
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Vanilla BF1942 Static Objects

Post by Swaffy »

Hot damn, we need some kind of code that hides all that info and you press a button to expand it. Like spoiler tags or something.
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