Weather

From GECK
Jump to: navigation, search

Weather Dialog

The Weather window can be opened from World/Climates, or from the Object window in the tree under World Objects.

On the left side of the dialog box is a list of all Weather EditorIDs defined for the loaded master file and any plug-in. To create a new Weather, right-click in the box and select "new" from the popup. To create a new Weather based off an existing Weather, right-click the Weather you wish to use as a basis and select "duplicate". To delete an existing Weather, right-click that Weather and select delete. To see what Climate(s) use the selected Weather, right-click the Weather and select Use Info.

To see the FormIDs for the Weathers hover over the right most separator bar and hold left-click and drag it to the right when the arrows appear.

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.
    • Clouds - Not Used.
    • 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.
    • High Noon - The color of the specified component during high noon. (New Vegas Only)
    • Midnight - The color of the specified component during midnight. (New Vegas Only)
    • 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 Climate 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. 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 ImageSpace Modifier 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, High Noon (New Vegas Only), Midnight (New Vegas Only), 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. There are four cloud layers.
  • 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, grass, tree movement and any particle effects with a wind speed modifier.
  • 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: Unused.

Precipitation Tab

Precipitation

  • Unnamed text field: Unused.
  • Begin Fade In: Slider specifies the point in time along a transition into this weather type.
  • End Fade Out: Slider specifies the point in time along a transition out of this weather type.


Thunder/Lightning

  • Begin Fade In: Slider specifies the point in time along a transition into this weather type when thunder/lightning effects will begin to appear in the scene.
    • Ex-> A value of 0.8 means that you will begin seeing thunder/lightning effects 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 thunder/lightning effects will no longer appear in the scene.
    • Ex-> A value of 0.2 means that you will no longer see thunder/lightning effects 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.

  • Doesn't appear to work in Fallout 3 or Fallout: New Vegas.


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


Notes

  • Cloud textures appear not to be restricted in resolution as they are file size.


See Also

Climate