Difference between revisions of "Weather"
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*'''Type:''' | *'''Type:''' | ||
**''Ambient'' - An underlying color for the scene. | **''Ambient'' - An underlying color for the scene. | ||
**'' | **''Cloud Layer'' - The color of the cloud layer. | ||
**''Fog'' - Fog color. This also | **''Fog'' - Fog color. This also adjusts the color of water reflections. | ||
**''Horizon'' - The color of the sky at the horizon. | **''Horizon'' - The color of the sky at the horizon. | ||
**''Sky ( | **''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.'' | ***''Horizon color blends into lower sky color and lower sky color blends into upper sky color.'' | ||
**''Stars'' - The color of the stars. | **''Stars'' - The color of the stars. | ||
**''Sun'' - The color of the sun disc. | **''Sun'' - The color of the sun disc. | ||
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** Use the "select color" button for a more graphical color selection interface. | ** 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. | ** Use copy/paste buttons to duplicate colors from one type/time to another. | ||
<br> | |||
'''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. | |||
<br> | |||
'''ImageSpace Modifier:''' Editor ID of the IS mod that is used by the weather type. | |||
<br> | |||
*''Note that [[ImageSpace Modifiers]] are associated with time of day. A different modifier may be associated with Day, Night, Sunrise, and Sunset.'' | |||
<br> | |||
'''Cloud Textures:''' Modifies the texture used and the cloud speed for multiple layers. | |||
'''Cloud Textures | |||
* '''Layer:''' Selects which cloud layer to make changes to. | * '''Layer:''' Selects which cloud layer to make changes to. | ||
* '''Cloud Speed:''' Selects the speed the clouds move on the current layer. | * '''Cloud Speed:''' Selects the speed the clouds move on the current layer. | ||
* '''''Unnamed text field:''''' Filename of texture (.dds) for current layer. | * '''''Unnamed text field:''''' Filename of texture (.dds) for current layer. | ||
<br> | |||
'''Sliders''' | '''Sliders''' | ||
*'''Wind Speed | *'''Wind Speed:''' How windy it is. Affects cloud and tree movement. | ||
*'''Trans Delta | *'''Trans Delta:''' In game hours, how long it takes to fully transition into this weather type once a transition begins. | ||
*'''Sun Glare | *'''Sun Glare:''' How much glare there is around the sun disc. | ||
*'''Sun Damage | *'''Sun Damage:''' How much damage the sun does to vampires during daytime hours. | ||
=='''Precipitation Tab'''== | =='''Precipitation Tab'''== | ||
'''Precipitation''' | '''Precipitation''' | ||
* '''Unnamed text field:''' Filename of precipitation model (.NIF). | * '''''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. | *'''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.'' | ** ''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. | *'''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. | ** ''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. | ||
<br> | |||
'''Thunder/Lightning''' | '''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. | *'''Begin Fade In:''' Slider specifies the point in time along a transition ''into'' this weather type when particles will begin to enter the scene. | ||
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** ''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. | ** ''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. | *'''Frequency:''' Slider determines how frequently you will see thunder/lightning. | ||
<br> | |||
'''Weather Classification:''' Choose the appropriate classification for this weather type. This will affect things such as water surfaces, NPC dialogue, and other game logic. | |||
'''Weather Classification | |||
<br> | <br> | ||
'''Lightning Color:''' Choose a color for lightning flashes. | |||
=='''Sound Tab'''== | =='''Sound Tab'''== | ||
* The list box defines every sound associated with this weather type. | * 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. | * Drag and drop sounds from the object window (Miscellaneous/Sound) into this list box. | ||
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=='''HDR Tab'''== | =='''HDR Tab'''== | ||
* No longer used. ImageSpace Modifiers are used instead. | * No longer used. [[ImageSpace Modifiers]] are used instead. | ||
=='''See Also'''== | =='''See Also'''== |
Revision as of 19:02, 20 October 2009
Link to TES4 Construction Set Wiki: Weather
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.
- See climates page on how to define these times of day.
- 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.
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
- No longer used. ImageSpace Modifiers are used instead.