Yes they use the enlarged skybox just like Unreal did. After four years they caught up.
But it is bump map or terrain. Fly in CS Source Aztec to see what I mean. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christopher McArthur Sent: Sunday, October 31, 2004 7:22 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Source Terrain The "terrain" in the background of CS simply looks like a skybox to me, I doubt its the actual "terrain" weve heard about in the source engine. That would be my guess. That said, I don't know the answer to your question =/ -ctm ----- Original Message ----- From: "Justin Krenz" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, October 30, 2004 1:57 PM Subject: [hlcoders] Source Terrain > Does anyone know if the Source engine supports dynamic tesselation of > large terrain? I was playing CS: Source the other day and noticed the > maps with terrain in the background didn't seem to deform at all when > getting farther away. I could've swore I read a forum post from > someone at Valve saying that this was supported. > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

