A goodly day to you Dennis.
Let me apologise for any confusion I may have caused. Firstly, I reiterate, your map works perfectly in C.U.P. and TFM412.There is no need for you to re-upload with 3do/static fixes.
Secondly, I believe I have erroneously assumed Navy has a correctly installed ModAct5.30, in particular, set up to be able to install modmaps. Let me explain.
Since the inception of TFM412, I have always kept a vanilla ModAct install for testing individual mods/maps etc. Within this, I have the 19 UP-SFS files in my main game root directory, together with the static .ini and a bunch of 3do folders in the MApMods folder and a modified .rc file.
As I never keep any maps/mods in this install, once tested, I was able to look at your map on its own and track down the missing "bitumenearth" static. I had assumed this would "fix" the missing runway plates for Navy.
Now to the point of all this waffle. I had the idea to "break" my modact and deleted everything in my 3do folder with the exception of the "bitumenearth" folder. Although the map loaded and I could see the runway in 2D mode, I was not able to save a test mission on the map. I found there was a whole load of other missing objects. This leads me to reason that Navy has not got his modact install set up correctly.
I now think you are wasting your time trying to get this map to work for Navy until we know what his modact install looks like. As he does not appear to be following this thread, it's best to call time for now pending a reply.
If I get time, I will try and extract the necessary 3do/static entries required or maybe just upload my whole 3do folder and static .ini. for a vanilla modact.
Regards,
Bergkamp
Edit
Dennis. FYI only. This is the missing static if you put your map into a vanilla ModAct:
Missing objects in your static.ini:
buildings.House$FurniturePalmAg3
buildings.Plate$bitumenearthGroundRunway
buildings.Plate$BlankFieldPlate
buildings.Plate$bitumenearthGroundTurn
buildings.House$MongolyaHangar_JAP1
buildings.House$MongolyaHangar_JAP2
buildings.House$wooden_hut
buildings.House$storage_004
buildings.House$TypeA_Shed
buildings.Plate$bitumenearthGroundTaxi
buildings.House$Atelier-grueB
buildings.Plate$bitumenearthGroundParking
buildings.Plate$ConcretePlate1Runway2
buildings.Plate$ConcretePlate1Taxi
buildings.Plate$RoadPlate3sk_HighwayTurn15
buildings.Plate$RoadPlate2sk_Highway
buildings.Plate$RoadPlate1sk_HighwayTurn30
buildings.Plate$ConcretePlate1Runway1
buildings.Plate$ConcretePlate1Runway0
buildings.House$Country_Bridge_Short_End
buildings.Plate$RoadPlate2sk_HighwayTurn45
buildings.House$Hangar_briq_bois
buildings.Plate$ConcretePlate1TaxiLong
buildings.Plate$bitumenearthGroundRunwayEnd
buildings.Plate$bitumenearthGroundParkingSide
buildings.Plate$RoadPlate1sk_RoadShort
buildings.Plate$RoadPlate1sk_Road
buildings.House$ThaiFarm
buildings.Plate$RoadPlate2sk_RoadTurn30
buildings.House$generic_HQ
buildings.House$SEHouse07
buildings.Plate$RoadPlate11sk_Road_Y
buildings.Plate$RoadPlate1sk_RoadTurn45
buildings.Plate$RoadPlate1sk_HighwayShort
buildings.Plate$RoadPlate11sk_Highway_Y