How I Develop Project Reality (and Other News)

Insights into the development of Project Reality.
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papadanku
PR:BF2 Developer
Posts: 36
Joined: 2021-04-09 08:13

How I Develop Project Reality (and Other News)

Post by papadanku »

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Hi everyone,

This post highlights the languages and tools I use to develop Project Reality: BF2. These tools are free and open-source software.

I want to emphasize that you do not need the latest or paid software to contribute meaningfully to Project Reality. I did not acquire these skills overnight. It took me from 2021 to 2024 to learn these languages and tools as I continued my development for Project Reality. I only knew HLSL and GitHub Desktop when I first joined the team.

Languages
  • C#: Used for bug-fixing and generating essential Project Reality features.
  • HLSL: The shader coding language for Project Reality's graphics.
  • Python: Used for gameplay mechanics, such as game modes and logic.
  • PowerShell: I use PowerShell to automate tasks related to Project Reality, such as finding duplicate files in the codebase.
  • Regular expressions: Regex is necessary for finding and replacing code patterns in object files or localization.
Applications
  • Visual Studio Code (C#, HLSL, PowerShell, Regular expressions): My primary tool for prototyping C# scripts, developing HLSL shaders, writing PowerShell scripts, and editing Project Reality's code. It's also essential for large-scale find-and-replace using regular expressions.
  • PyCharm Community Edition (Python): My go-to text editor for coding Project Reality's Python. I chose PyCharm for Python due to its active development, Python 2 support, and user-friendly design for refactoring code.
  • AMD Compressonator (Textures): I use AMD Compressonator to inspect textures. However, AMD Compressionator can generate mipmaps and automate texture compression and transcoding.
  • Texconv (Localization): I use DirectXTex's Texconv tool for the automatic generation of mipmaps and the transcoding of textures.
  • GitHub Desktop (Localization):I utilize GitHub Desktop to contribute to Project Reality's open-source projects. Its user-friendly interface makes contributions easy without using the command line.
Other News: bf2-blender (3D/2D Modeling)

I wanted to share some exciting news with you. Ekiso from Forgotten Hope 2 has recently developed a highly useful Blender Addon specifically tailored for modeling and animating Battlefield 2 assets. This incredible tool supports importing and exporting various asset types, including Skeletons, Animations, and Meshes such as Static, Skinned, Bundled, and Collision.

[R-DEV]Ason made a YouTube tutorial on how to use this Blender addon:

MDx
Posts: 1
Joined: 2025-03-23 13:48

Re: How I Develop Project Reality (and Other News)

Post by MDx »

how can i make new game mods?
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bad_nade
Support Technician
Posts: 1497
Joined: 2008-04-06 18:26
Location: Finland

Re: How I Develop Project Reality (and Other News)

Post by bad_nade »

MDx wrote: 2025-03-23 14:01 how can i make new game mods?
Start here viewtopic.php?t=20862
dalipsenka
Posts: 2
Joined: 2025-02-15 02:51

Re: How I Develop Project Reality (and Other News)

Post by dalipsenka »

I'd love to start modding. Is there a video tutorial for absolute beginners? Thanks for this amazing community :)
S_h_a_r_k_93
Posts: 14
Joined: 2020-10-26 11:38

Re: How I Develop Project Reality (and Other News)

Post by S_h_a_r_k_93 »

Thank you for sharing this insight with the community,
it's nice to get to see PR from your (Dev) perspective.
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