




cloudtexture(4)=LoadTexture("skins\cloud4.png",2) Global cloudcount=200 Global cloudHeight=200 Global cloudcos# Global cloudCOSDIR=1 PositionEntity cloudpivot,0,Cloudheight,0 PositionEntity cloudpivot2,0,cloudheight,0 Type cloud Field ent End Type Function initclouds() For I=1 To cloudcount cloud.cloud=New cloud tp=Rand(1,2) If tp=1 Then cloud\ent=CreateSprite(cloudpivot) cn=Rand(1,5) Else cloud\ent=CreateSprite(cloudpivot2) EndIf EntityTexture cloud\ent,cloudtexture(Rand(1,4)) EntityBlend cloud\ent,0 sc#=Rnd(50,130) ScaleSprite cloud\ent,sc,sc cr=Rand(190,250) EntityColor cloud\ent,cr,cr,cr PositionEntity cloud\ent,Rand(-600,600),Rand(cloudheight-80,cloudheight+80),Rand(-600,600) EntityAutoFade cloud\ENT,0,900 Next End Function Function updateclouds() cloudCOS#=cloudCOS#+Rnd(1,2) TurnEntity cloudPIVOT,0,.012,0 TurnEntity cloudPIVOT2,0,-.01,0 End Function Function setstormy() AmbientLight 150,150,225 For cloud.cloud=Each cloud sc#=Rnd(10,70) cr=Rand(100,200) cg=Rand(100,200) cb=Rand(200,255) EntityColor cloud\ent,cr,cg,cb Next End Function Function SetClear() AmbientLight 255,255,255 For cloud.cloud=Each cloud sc#=Rnd(10,70) cr=Rand(200,250) EntityColor cloud\ent,cr,cr,cr Next End Function Function freeclouds() For cl.cloud=Each cloud FreeEntity cl\ent Delete cl Next End Function
The simple cloud setup plops clouds at a given height above your scene at a given range, and given density., and with a call to update them. they move about gently. simple calls can change the color as well to represent stormy ect.