Weather

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Link to TES4 Construction Set Wiki: Weather

Contents

Weather Dialog

To the left side of the Weather window, all Weather objects are listed by Editor ID. By right clicking in the list, you can add or duplicate a Weather object. The Weather data fields are broken up onto four different tabs: General, Precipitation, Sound and HDR.

General Tab

Choose Colors

  • Type:
    • Ambient - An underlying color for the scene.
    • Cloud Layer - The color of the cloud layer.
    • Fog - Fog color. This also adjusts the color of water reflections.
    • Horizon - The color of the sky at the horizon.
    • Sky (Lower/Upper) - The color of the sky at lower and upper levels.
      • Horizon color blends into lower sky color and lower sky color blends into upper sky color.
    • Stars - The color of the stars.
    • Sun - The color of the sun disc.
    • Sunlight - The color of the sunlight. This is the directional light color for the scene.
  • Time:
    • Day - The color of the specified component during the daytime.
    • Night - The color of the specified component at nighttime.
    • Sunrise - The color of the specified component at sunrise.
    • Sunset - The color of the specified component at sunset.
  • Components
    • Specify red, green, and blue components of this color by typing in the values you want or using the spinners.
    • Use the "select color" button for a more graphical color selection interface.
    • Use copy/paste buttons to duplicate colors from one type/time to another.


Fog Distances: Specify near and far clip planes for fog during different times of day. These also affect how water reflects the fog color.

  • Near: The distance at which objects should begin to display fog effects.
  • Far: The distance at which fog effects should achieve full opacity.
  • Pow: The strength or opaqueness of the fog. Fog effects are calculated as a curve. A value of 1 is linear, less that one pushes the curve toward the near value, and a value above 1 pushes the curve toward the far value.
  • Note that typical values for near planes range between 900 and 1200 game units; far planes between 10,000 and 250,000. Fog distances are generally smaller at night.


ImageSpace Modifier: Editor ID of the IS mod that is used by the weather type.

  • Note that ImageSpace Modifiers are associated with time of day. A different modifier may be associated with Day, Night, Sunrise, and Sunset.


Cloud Textures: Modifies the texture used and the cloud speed for multiple layers.

  • Layer: Selects which cloud layer to make changes to.
  • Cloud Speed: Selects the speed the clouds move on the current layer.
  • Unnamed text field: Filename of texture (.dds) for current layer.


Sliders

  • Wind Speed: How windy it is. Affects cloud and tree movement.
  • Trans Delta: In game hours, how long it takes to fully transition into this weather type once a transition begins.
  • Sun Glare: How much glare there is around the sun disc.
  • Sun Damage: How much damage the sun does to vampires during daytime hours.

Precipitation Tab

Precipitation

  • Unnamed text field: Filename of precipitation model (.NIF).
  • Begin Fade In: Slider specifies the point in time along a transition into this weather type when particles will begin to enter the scene.
    • Ex-> A value of 0.8 means that you will begin seeing precipitation particles after this weather is 80% transitioned in.
  • End Fade Out: Slider specifies the point in time along a transition out of this weather type when particles will no longer appear in the scene.
    • Ex-> A value of 0.2 means that you will no longer see precipitation once a transition out of this weather type into another one is 20% complete.


Thunder/Lightning

  • Begin Fade In: Slider specifies the point in time along a transition into this weather type when particles will begin to enter the scene.
    • Ex-> A value of 0.8 means that you will begin seeing precipitation particles after this weather is 80% transitioned in.
  • End Fade Out: Slider specifies the point in time along a transition out of this weather type when particles will no longer appear in the scene.
    • Ex-> A value of 0.2 means that you will no longer see precipitation once a transition out of this weather type into another one is 20% complete.
  • Frequency: Slider determines how frequently you will see thunder/lightning.


Weather Classification: Choose the appropriate classification for this weather type. This will affect things such as water surfaces, NPC dialogue, and other game logic.


Lightning Color: Choose a color for lightning flashes.

Sound Tab

  • The list box defines every sound associated with this weather type.
  • Drag and drop sounds from the object window (Miscellaneous/Sound) into this list box.
  • Double click a sound to toggle its type. Wind and precipitation sounds play as looping sounds while thunder sounds will play as a one-time sound when a lightning strike is initiated by the system.
  • To delete a sound, right-click the sound and select delete.

HDR Tab

See Also

Climate

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