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Управление погодой



RoundRussianFlag.pngНа русском языке
Актуальная статья полностью на русском языке


Language: English  • русский


Погода

Погода в редакторе представлена как объект (Weather Object), который при желании можно найти в Окне объектов.

Для создания нового объекта Погоды необходимо нажать правой кнопкой мыши в списке существующих погодных образцов Окна объектов и выбрать из выпадающего меню пункт new (новый). Для создания копии существующей погоды, нажмите правой кнопкой на погодном объекте, который послужит основой для создаваемой вами погоды, и нажмите duplicate (дублировать). Удалить образец Погоды можно точно также нажав правой кнопкой мыши на объекте и выбрав пункт меню delete (удалить).

Диалог редактирования Погоды

Jb Weather01a.jpg

Окно содержит достаточно понятные настройки. Тем не менее, не будет лишним пробежаться по некоторым из них.

ID

Уникальный идентификатор (ID) погодного объекта.

Примечание: Значение ID погодного диалога может сохраняться некорректно. Для того чтобы переименовать созданный вами погодный объект можно использовать другой стандартный метод редактирования имен: выделение образца погоды (Weather Object) в Окне объектов нажатием левой кнопки мыши и его переименование при помощи кнопки F2.

Show Color In Render Window

Флаг диалога редактирования погоды.

General Tab

Первая вкладка, содержащая основные настройки погоды.

Type

  • Ambient: An underlying color for the scene.
  • Cloud Layer:
  • Cloud LOD Ambient:
  • Cloud LOD Diffuse:
  • Effect Lighting:
  • Fog Far/Near: Fog color. This also ajusts the color of water reflections.
  • Horizon: The color of the sky at the horizon.
  • Moon Glare:
  • Sky Statics:
  • Sky-Lower/Upper: The color of the sky at lower and upper levels. (horizon color blends into lower sky color and lower sky blends into upper sky color)
  • Stars: The color of the stars.
  • Sun: The color of the sun disc.
  • Sun Glare:
  • Sunlight: The color of the sunlight. This is the directional light color for the scene.
  • Water Multiplier:

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 Climate pageon how to define these times of day)

Color

Enter specific EGB values or press "Select Color" and use the color picker.

ImageSpace

Choose an Imagespace from the drop down list that is used the weather type.

Aurora

Fog Distance Day/Night

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

  • Near/Far:
  • Pow:
  • Max:

Cloud Textures

Click "Edit" to choose a cloud texture (.dds) for current layer.

  • Layer:Selects which cloud layer to make changes to.
  • Disabled:
  • Cloud Speed: Selects the speed the clouds move on the current layer.
  • Alpha:

Wind Direction

Wind Dir Range

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.

Direction Ambient Tab

Choose from Day, Night, Sunrise, and Sunset.

Set From Ambient

X+/-

Y+/-

Z+/-

Specular

  • Enter specific RGB values or press "Select Color" and use the color picker.
  • Fresnel Power:


Precipitation Tab

Precipitation

  • Choose a Shader Particle Geometry from the drop down to be used as the 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.
    • Example: 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.
    • Example: 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.
    • Example: 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.
    • Example: 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.

  • Pleasant:
  • Cloudy:
  • Rainy:
  • Snow:
  • None:

Lightning Color

Choose a color for lightning flashes. (Enter specific RGB values or press "Select Color" and use the color picker.)

Sound Tab

Drag and drop sounds from the Object Window into this list. Double-click a sound to toggle its type.

  • The list box defines every sound associated with this weather 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.

Effects Tab

Visual Effect

Choose a Visual Effect from the drop down list.

  • Begin Effect:
  • End Effect:

Sky Statics



Language: English  • русский