Weather Zone
Overview
"Weather Zone" stands for how we deal with post-processes, sky, ambient light, sun, clouds, and day/night cycles in Exodus SDK.
You can configure the weather for these particular zones or for an entire level.
Setup
To add weather to your level:
- Use the Shortcut CTRL + D to deselect everything in the scene.
- In the Properties Window, look for Weather → Preset.
- Use the "..." to select weather for the entire level.
- If the weather has a day/night cycle, you can also select the Day Start Hour (in hours) and Day Duration (in hours).
To create weather volume:
- Look for Weather → Weather Zone / Area in the Entities Toolbar.
- Look for Weather Zone / Area in the Entity List.
Properties
Property | Description | |
---|---|---|
Transform | Position | Moving the selected weather zone according to given numerical values along the 3 grid axes X, Y, Z. |
Rotation | Rotating the selected weather zone according to given numerical values along the 3 grid axes X, Y, Z. | |
Scale | Scaling the selected weather zone according to given numerical values along the 3 grid axes X, Y, Z. | |
Uniform | A multiplier that applies to all three axes at once, allows to edit the scale simultaneously on three axes. | |
Random rotation | Random rotation of a selected obstacle shape according to the given numerical values along the 3 grid axes X, Y, Z. | |
Random scale | Random scale of the selected obstacle shape according to given numerical values along the 3 grid axes X, Y, Z. | |
Type | Static Data Key: | Name of the object type. One class might have several different types. For example, you can create several weapons of the same type. They will have the same set of static properties but their values will be different. |
Group | Editor group name (optional). | |
Bounding Size | AABB (axis-aligned bounding box) size. | |
Last modified by | Name of the person who was the last to modify the selected object. | |
Tag | The tag is assigned by the user. | |
Lock Transform | This locks the object's movement, scaling, and rotation in the scene. They can still be changed in the Properties window. When the map reloads, this will automatically unlock. | |
Lock to Heightmap | Objects can be locked to the height map and remain attached to the terrain even when the terrain is modified. | |
Layer | Layer on which the object lies. | |
Shape | Type | Box. |
Position: | Moving the selected obstacle shape according to the given numerical values along the 3 grid axes X, Y, Z. | |
Rotation: | Rotating the selected obstacle shape according to the given numerical values along the 3 grid axes X, Y, Z. | |
Half Size: | Scaling the selected obstacle shape according to the given numerical values along the 3 grid axes X, Y, Z. | |
Weather | Preset | Allows selecting a weather preset. |
Effect
The weather volume should look like a transparent purple cube volume in the scene.
Main Property | Description |
---|---|
Base | Name of the Weather Volume (recommended: name it properly!). |
Weather: Preset | On the "..." you can select the weather preset that will be linked to the volume. |
Weather: Blend In Time | Blend time (in seconds) for blending when entering the weather volume. |
Weather: Blend out Time | Blend time (in seconds) for blending when exiting the weather volume. |
If everything is setup correctly, you should be able to see a difference in weather when you move inside the volume.
Weather Zones and Areas are similar, except you can draw your own shape for Areas.
To check which volume you are currently inside of, look for Debug Toolbar → Stats → st_weather.
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