back to the Q... Best ways of doing weather effects are all done via tricks of the eye! Local fog can easily be done by making a gradient bitmap of fog cloud, placing it somewhere, and then when you get close enough to it, make the d3d fog closer and color it as close to the fog as you can. For a bonus effect, add some cloud plains that are translucent to make the fog look randomly thick. Examples: Check out my Wendigo 3D nebula! (be careful with it, I'm not sure which version is on my site and one of em can do some strange things every now and then).
http://www.angelfire.com/games5/wendigosoft/files/WendigoNebula.zip
I got the idea for this from Tachyon Wars a while back ago and decided to give it a shot.
All fog clouds are blobs or sprites or billboards (whatever lingo you go by). Actually kinda not sprites. Here's an example:
load image "fogcloud.bmp",1
make object plain 1,80,80
texture object 1, 1
ghost object on 1
call this function to blob it:
Function BlobObject(camera, object)
point object object, camera position x(camera), camera position y(camera), camera position z(camera)
EndFunction
@Morph
Quote: "Big deal, I'm 13 and I know C/C++ (both) Just practice "
I envy you. I'm almost 20 now and still vaguely know C++.
Current Projects: Game Spawn 85%, mini BSP maker 50%, Height Mapper with many features 75%, Space Tactical (Like BC300AD) 15%.