So, any updates from anyone?
I completed my prototype of the volumetric cloud shader. It is very beautiful, and I think it'll be completely usable, but hard to gauge it's performance in 3DSMax. I was preping up a simple demo for YouTube earlier today, but got called off by my brother to house sit. Maybe I'll be able to get it done tomarrow when I head home for the day. How long before it gets into Oblivion, I've no clue.
There are a few unaddressed issues about getting it into Oblivion. I'm unsure about how to handle changes in weather. Right now the game does a slow fade between textures, but how the game tells the GPU to do that I'm not sure. I'll need to try and access the vanilla cloud shader to figure out the inputs and such and try and emulate it.
Another is how to add my noise texture into the pipeline. In order to increase apparent quality without sacrificing huge amounts of performance, I recycled the jitter concept from the SSAO shader. This isn't a fullscreen shader, and so far, OBGE has handled fullscreen shading only. I don't know if I can use it to load textures for a shader that doesn't operate in screen-space. It might require me simply altering the sky-box-dome-plane-whatever model to tell it to load an additional texture, or it may take a deep hack job. I've never messed with this stuff, but this is all a big learning experience anyways. I'll find a way.
And finally, the big one: I don't know how to get the shader in at all. Its very possible I could just replace the vanilla cloud shader in one of those shader packages straight up, or maybe it'd just take a quick little hack to replace the call for the vanilla shader with mine. Or it may be so complicated that it is near on impossible. Well, I came this far, so might as well go all the way. Heh...
If anyone has any suggestions, advice, or better yet, solutions to any of these, please feel free to offer it up.