urc, shader and tik lenguage
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SilentAngel
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urc, shader and tik lenguage
can someone tell my how urc, shader and tik lenguage works? I would learn how to use them but can't find a tutorial or something similar..
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$oldier Of Ra
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There aren't any tutorials because they have a quite limited and easy language. Take a look at other .urc, .tik or .shader files, they quite explain it for you.
Shaders are only used to define properties (such as lightning) and cache textures. The defined textures can then be used in the tiki files.
Tiki files have 3 sections. Setup, init and animations.
The setup section defines all the components of the entity. Its structure, its texturing, its size... The init section, like the name suggests, initializes the entity with all the properties & commands needed to correctly appear in the 3D world such as the classname (the only required property), solidness, angles... The animations section defines the location of the animations and can, optionally, add tiki-spawned effects (usually used by emitters and fx) when certain animations are called. The idle animation always gets automatically executed when the entity gets spawned.
The urc files are used to make menus.
The menu itself gets defined first. Then all the resources get associated to the menu and get loaded. These are all individual elements which gets drawn onto the clients screen and together they form the menu.
Shaders are only used to define properties (such as lightning) and cache textures. The defined textures can then be used in the tiki files.
Tiki files have 3 sections. Setup, init and animations.
The setup section defines all the components of the entity. Its structure, its texturing, its size... The init section, like the name suggests, initializes the entity with all the properties & commands needed to correctly appear in the 3D world such as the classname (the only required property), solidness, angles... The animations section defines the location of the animations and can, optionally, add tiki-spawned effects (usually used by emitters and fx) when certain animations are called. The idle animation always gets automatically executed when the entity gets spawned.
The urc files are used to make menus.
The menu itself gets defined first. Then all the resources get associated to the menu and get loaded. These are all individual elements which gets drawn onto the clients screen and together they form the menu.
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Rookie One.pl
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MoHAA shaders, with the exception of a couple of additions, are pretty much compatible with the Quake III shaders. Google up "quake shader bible" for very comprehensive documentation on them.
Last edited by Rookie One.pl on Fri May 22, 2009 8:17 pm, edited 1 time in total.

