I've just added this to my game...
(1) Make a mod folder having a path like this:
#WAW3/Oblako/3do/Oblako/
(2) In that last folder (Oblako) go the 4 files you've just downloaded.
(3)In static.ini, add the following:
//===========================================================================
[***]
Title Oblako
//===========================================================================
[buildings.House$Oblako]
Title Oblako
MeshLive 3do/Oblako/mono.sim
MeshDead
IgnoreShadowData
Body RockMiddle
Panzer 0.30
NOTES: This object is an infinitely thin, flat square having side lengths of 40km. The thinness means that you will instantly transition from below to above, and vice versa, when passing through it.
Because the game has a distance draw limit rather smaller than this 40km side length, when placing this object you should put down as many as needed to cover the area of operations, and about 10km apart. This will assure that there will be no gaps in the coverage as you fly across the map. The draw limit means that this object would be better to use in conditions of lower visibility, such as "Poor".
It might be wise to use the configurable distance mod, which allows to apply, via a conf.ini entry in the [Mods] sectin, a draw distance limit for various objects. This object is treated like a building. Although it has a far draw distance value in the texture's .mat file, altering the relevant limit used by World.class (which the distance mod does) could be good in that it should increase the distance at which an individual object disappears (and is replaced by the overlapping object already drawn due to the 10km grid spacing.)
The ground base hook is set at 400m, meaning that each individual object will sit at 400m AGL for the point on the ground under the center of the object. On sloping or irregular terrain, each object will have a different height above sea level, or the lowest map elevation. If you would like this cloud to sit at a different height above ground/sea, in Body.msh alter
1 0 0 0 1 0 0 0 1 0 0 -400
to, say
1 0 0 0 1 0 0 0 1 0 0 -700
in order to have the cloud placed at 700m AGL.
One could make up a whole new object, identical in every other respect except this one particular ground hook value, by which to create a set that sit at different heights. In the mod folder each new object would have its own, e.g.,
mono400m, Body400m.msh
mono600m, Body600m.msh
mono800m, Body800m.msh
Then static.ini could have, e.g.,
[buildings.House$Oblako400m]
[buildings.House$Oblako600m]
[buildings.House$Oblako800m]
each with the relevant properties as given above.
I note an odd, transparent layer near the ground, which is probably the shadow, or related to it. On undulating ground there are areas which lie below this, resulting in areas of 'shading' and areas of none. I'll try deleting the shadow vertices/faces to see if this fixes that.
I'm already wondering if a smaller version or two, having an irregular shape instead of square, might be worth experimenting with. These could be used where there are existing clumps of cumulus clouds in good weather, or scattered about under heavier cloud conditions.