Created 13 years ago2011-04-26 23:47:45 UTC by X-LAyer2
Its pretty much a grid of a transparent texture, with varying render modes.Maybe use 3-4 sets of env_renders that target groups of the func_illusiononaries, and start them at diff render amts to simulate the fog/haze changing. Might look like shit, might look cool.
i think every 128 units there was a 1 unit thick func_illusionary with a low render FX number. you could see where it intersected the ground, but you could always throw some more sprites in.