How to get started modding PR?
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obpmgmua
- Posts: 397
- Joined: 2013-05-19 20:51
How to get started modding PR?
I was talking with a squadmate today on Fallujah. We reminisced about our glory days on PR .5 Basrah. I got to thinking would it be possible for me recreate Basrah from back in the day as best as possible? Like switching the UK team for USMC team, adding A-10s and T-62s, Etc. I dont have any programming experience. At All. How would I get started?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: How to get started modding PR?
https://www.realitymod.com/forum/f189-m ... rs-up.htmlobpmgmua wrote:I was talking with a squadmate today on Fallujah. We reminisced about our glory days on PR .5 Basrah. I got to thinking would it be possible for me recreate Basrah from back in the day as best as possible? Like switching the UK team for USMC team, adding A-10s and T-62s, Etc. I dont have any programming experience. At All. How would I get started?
Battlefield 2: Project Reality 0.5 - Client zum Download - 4Players.deWing Walker wrote:Maybe that version can be downloaded somewhere?

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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: How to get started modding PR?
Mostly it depends on where you want to specify, as i never saw a dev that mastered and loved all kinds of work in PR 
Wanna code? Just change random values in .con and .tweak files in mods/pr/content zips, see how they affect game, change more, get more knowledge. Or dive into python server code in mods/pr/python/game/__init__.py
Want to be a texture dude? Download BFmeshviewer, open some bundle\static\skinned mesh file, see how it looks and which textures it uses, change them in your favorite photoshop\gimp\MS paint version, see how your new mlg soldiers look.
Wanna be a mapper? Download bfeditor, set up your dev version of mod, unpack some other map, see how things placed, create your pet project map from tutorials around, start creating new maps once feeling skilled enough(the truth it's never through
).
Modelling\animating is your choice? Make a robot bender in your favorite modelling program(max\maya\blender\zbrush), export it to max9, export to game. Maybe after all that you'll be able to animate it
Wanna code? Just change random values in .con and .tweak files in mods/pr/content zips, see how they affect game, change more, get more knowledge. Or dive into python server code in mods/pr/python/game/__init__.py
Want to be a texture dude? Download BFmeshviewer, open some bundle\static\skinned mesh file, see how it looks and which textures it uses, change them in your favorite photoshop\gimp\MS paint version, see how your new mlg soldiers look.
Wanna be a mapper? Download bfeditor, set up your dev version of mod, unpack some other map, see how things placed, create your pet project map from tutorials around, start creating new maps once feeling skilled enough(the truth it's never through
Modelling\animating is your choice? Make a robot bender in your favorite modelling program(max\maya\blender\zbrush), export it to max9, export to game. Maybe after all that you'll be able to animate it

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: How to get started modding PR?
Want to code? Start with jets.
AfSoccer "I just don't see the natural talent."

