Maybe you already made it clear and I just failed to notice, but when you say “Join us soon for the next part!”, do you mean for the “December Update” or are you saying that you plan to make another forum post about the update?
They’re not using “2013” which itself is more like 2009. IIRC it’s a bastardized version of the TF2 version of Source. Just slapping new effects into an already screaming-for-mercy engine ^^
Source in all its incarnations is unbelievably outdated, I’m not surprised there was no godray support in any if them. Hell, BM was still using that model-based hack that was being used way back in the early 2000s.
True, Source is, as painful as it is to admit, very old, outdated and inferior to pretty much every currently-used engine on the market. But that’s why we all have Source 2 to look forward to!
It sucks that only DOTA has it right now. So many possibilities and it’s all being put to waste on a MOBA.
Not to say DOTA is bad, I mean, there’s a reason it’s Valve’s most played game. But the camera perspective is very limiting.
Anyway, back to the main topic, how exactly do these godrays work? Do they have their own entity, or are they toggleable under the env_sun? Perhaps it’s a special type of skybox texture?
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.