I would like to make a very dynamic weather system for my game, which practically works this way: a player interpolates from one variable to an other in an array, as time goes by, creating a smooth transition between different levels of rain, snow, lightning, or just a clear sunny setting. As the player reaches different values, the weather conditions get better or worse.
I'm practically done with the "inner workings", and I'm gathering energy for the visual experimentation. My biggest concern is with the built in fog. It is a critical topic for the very heavy volumes of either snow or rain.
My biggest interest would be that am i able to finetune the factory fog effect from truely 0 percent to max, or is it affecting the scenery a bit as soon as it is activated, regardless its distance value or any other value? (a slight light pop in the colors/brightness when the fog is activated is already unacceptable)
And there are various possible problems that may arise: is the fog going well with alphablended polygons? and what about the built in shadow shading?
Any help and share of experience is highly appreciated!
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