Inside Plutonium effects mod there is folder named : " SpritesFog " with included texture .
Copy that folder in to your effects mod whichever mod you're using :
YourEffectsMod\3DO\Effect\SpritesFog and try giving that texture inside SpritesFog folder
new painted sand color and try it in game .
It might work , I used to have even blue haze when testing this effect a long time ago but
except for reducing texture file size down to only 17kb , we left it as it is without any other changes
S! HG
PS: @ Uufflakke , that's a nice try
@ HG, I tried your hint, coloring that .mat you suggested using a brown orange combination
and it was very promising, but it has 2 problems (sorry I can't post screenshots, for some reason my stupid IL2 keeps crashing when I try to print a screen)
- First, that Spritesfog controls the immediate fog at ground level, so everything looks sandy-foggy in haze weather in the morning from the cockpit, it's cool, but when you go to medium altitude and look below to the fog in the valleys and ravines, the fog is still white-blueish.
- Second, and much more annoying
that sprite appears the moment you enter or exit with your plane from a Cummulonimbus (normal round cloud, not the high altitude ones) so you get flashes of orange when you enter in the clouds... seems like the kammeraden cook was terribly wrong adding those mexican mushrooms to the risotto for the desert Jagdgeschwader. Good old mexicans.
So no clue yet about how to control the colour of the near haze (the far haze seems to be controlled by 3 tgas, MAPS\_Tex\clouds_horizon_blind.tga, MAPS\_Tex\clouds_horizon_blind.tgb, MAPS\_Tex\clouds_horizon_hazy.tga)
The landlight.mat and the cloudshadows.mat don't seem to help either
Any ideas guys? apart from the nice approach of Uufflakke using smoke objects I mean.