Some info on how the cloud system was supposed to work in BF1942.
In all maps the template name goes by "cloud" and is remmed out. The file this mysterious geometry template refers to no longer exists and perhaps can only be found in an old beta of the game that has yet to surface. BUT I used the skydome from BF2 and that gets me 90% of the way to getting a good cloud mesh. The uvmap for the top is not optimized very well and looks a little weird, but after enabling the cloud geometry template and having the correct texture assigned to it in the rs file, it now is 90% of the way of being another kickass addition to this game.

Here's video of the epic cloud system finally revived!:
I played around with it in the debugger to prove that it is NOT a mesh with a BIK video texture or anything. This is the genuine cloud system in BF1942 as it was originally intended to operate as coded by EA. I just finally found how how to get it working!
How the hell did I not think of using a skydome before and how is it that no one else has ever figured it out? Why would EA/Dice code up all the cloud templates but delete the cloud geometry in the final game? All that trouble to make something really nice and only to disable it at the last minute. Were computers back then really so old that they couldn't handle scrolling clouds? lolz
The cloud mesh behaves much like a second skybox only it has proper alpha and the cloud coding defines the speed and position. So it also scrolls across the mesh and is not static.
Alright here's how I had the clouds coded in the SkyAndSun.con file. Note that the cloud geometry must be defined AFTER the sky.initSky command or else it will complain in the logs about not being able to find the sky geometry and your cloud geometry will never appear:
Code: Select all
rem
rem *** All cloud stuff including geometry template must be added after the sky.initSky command! ***
rem
sky.initSky
Sky.setCloudFog 1
rem
rem *** Cloud Geometry (check to ensure it will fit inside your custom skybox mesh) ***
rem
GeometryTemplate.create StandardMesh Cloud
GeometryTemplate.file ../bf1942/levels/El_Alamein/standardMesh/cloud
rem
rem *** Each AddCloud entry creates a new cloud layer ***
rem
Sky.addCloud
Cloud.setName cloud_0
Cloud.setSrcBlend BMSourceAlpha
Cloud.setDstBlend BMInvSourceAlpha
rem
rem *** setTexScale command alters size of clouds. Smaller numbers = larger clouds. ***
rem
Cloud.setTexScale 4
rem
rem *** Sets direction and speed of cloud scrolling. Vec2 float values. ***
rem
Cloud.setSpeed 0.01 0.01
rem
rem *** Sets Height of cloud layer. ***
rem
Cloud.setHeight 3000
rem
rem *** Appears to set a texture. Unknown if it is able to override texture assigned by RS file. ***
rem *** Experiment to find out. ***
rem
cloud.setTexture cloud3
rem
rem *** Second cloud layer ***
rem
Sky.addCloud
Cloud.setName cloud_1
Cloud.setSrcBlend BMSourceAlpha
Cloud.setDstBlend BMInvSourceAlpha
Cloud.setTexScale 1
Cloud.setSpeed 0.008 0.008
Cloud.setHeight 2000
cloud.setTexture cloud6
rem
rem *** Appears to alter global position of all clouds as group. ***
rem *** Experiment to see what it does. ***
rem
Sky.changeOfsCloudHeight 2500
Sky.changeOfsCloudDist 333
Note all the sun related setting appear after the cloud coding and the sky geometry along with the (currently still inactive) lensflare stuff at the beginning of the file. I only included the stuff pertaining to the cloud system.
Once I get a mesh to replace the BF2 skydome, I will of coarse post up something that should be useable in future and existing mods! I'll update this thread as I progress through this.

EDIT:
Here's the finished files that you can use:
el_elala_cloudsystem.rar
Be sure to use your own textures and settings if you want better results!