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发表于 2010-4-5 21:11:10
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教你开启剑网3隐藏特效 震憾效果时间: 2009-09-07 11:03:54 文章来源:131《剑网3》专区 作者:Minnie夜疯
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教你开启剑3隐藏特效开启方法。就是那些震撼的图了。传说中的剑4。
7 ~; ^# Q( n5 `(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>># D4 ^, W, a5 w2 H1 ]
其实只是游戏的视频设置里没有对应的选项,而在游戏的配置文件里已经有了。打开对应的配置就可以了。
2 [- `$ e; c2 V0 ^2 v 配置文件里面的0就是关,1就是开。
8 i! y! ^2 V O1 d; } 对应的就是:
4 j% Q4 I: e$ u3 \1 } 屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1! m! e* v! V) T Q# n( G
高动态范围HDR bHDR=0改成bHDR=1
, S' c- \5 Y+ X( \ 雾化GlobalFog bGlobalFog=0改成bGlobalFog=1( ^6 J) u: P$ H! l3 [! L, m$ W
景深DOF bDOF=0改成bDOF=1+ F$ @+ _! @& `/ u3 m$ C. Z* [
不会的,直接照下面说的做。5 M" o( Y' {# b1 q' [( s o
打开剑3安装目录4 @( z* R: Y- Z# x% h
找到config.ini/ p, d( h! |0 A" O2 l, G
把里面的内容替换。
" \( S' e! a+ Y/ w [UIEditor]* L. K" _$ B& |5 M: l! ]
Enable=06 t; |- E: ^- Q+ G8 D
Path=plugin\UiEditor$ O/ { {: X% a0 _* x, b
[Main]
$ l: u& C8 E* s! }/ A" \+ w9 Q% \ StandardCanvasWidth=1280; B% g6 y; C8 Q+ I/ q8 W
StandardCanvasHeight=960
( x( G& b1 T$ U9 o CanvasWidth=1024* C) X+ ?( `; t
CanvasHeight=768
0 w# n4 X, p: H3 g7 @ X=0. M& `) ?4 S _+ {
Y=0
M; T. A5 o; a2 q2 v EnableReloadFont=1% ~& p$ r/ A# {+ Y T0 m
FullScreen=1
3 w/ M1 ]4 B" j: W Panauision=0- C( P+ r$ k O5 ^; L! f1 d, o7 [' S$ k
ExclusiveMode=0
3 _# p% L' V; v6 D+ y RefreshRate=0
- x3 ?0 i, ^+ I" `0 p1 Z& o( d4 u& k Maximize=0
+ q, T7 ~" X; v% |$ D7 q [MovieRecord]# h$ \8 k* T% B, e ]3 B6 d
Enable=0. A' v+ K/ ^1 G6 `$ \
Size=28 m Q2 S3 T3 t$ B; v$ ^8 Z( g
Filter=3; R w7 h) z& |) P, U4 | a
Fps=25# A8 ^% k' Q% _0 f& v
Quality=11000000* ?1 C$ _; N) ^3 p {
Encoder=mpeg2' Q- P" Z! X; _( z6 P) D
[Debug]5 T. m) c9 k$ V0 s
3DEngineDebugInfo=0& t+ H3 _8 {$ p& l8 |
Console=0
! e: n$ O& f1 {7 b" ~* c) b PakFirst=0
1 ~) f' Z) F% m# h B6 `- c [Represent]
% ]6 ?9 k( t: T8 _& W RepresentSFX=0, X( Y. o) _0 b; ^
[Log]; v& o0 M% O5 {/ V& J
Level=255+ `; t9 h) }6 E# e
[KG3DENGINE]
9 G! A; Z. j. }! M" |' D TextureScale=13 W' N+ z( m2 z; e$ {
GrassAnimation=1! g: M4 z8 w' H) |' D
RenderGrass=11 r$ h5 M( o3 |& `# |3 r5 Y
AmibentShaderOnly=0, [' y1 j9 B% C2 G! f3 x8 H
WaterReflection=1
5 j/ T5 Q* |( M: W# Y, W WaterRefraction=0( v: q p. [# H/ J4 f+ [
PostRenderEffect=1
/ X9 q" H5 g$ h/ y9 s) [4 x3 X: j BloomEnable=1
9 |9 |7 O" P/ |4 @* O ShockWaveEnable=1
% U; Q7 X# |0 C0 g$ U1 B# [! ], c HSIEnable=0
- z+ U# c/ |2 t ModelShadowType=0( k0 k, R7 Z8 s' l
ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000
* }6 x+ o4 |! b MotionBlurEnable=0
, e8 J. G }$ }! Y CammeraDistance=80000.0000000 A, H1 g6 i, N1 y/ E
CammeraAngle=0.785000$ g; E4 h4 t- s: {% k
DetailEnable=0. b9 r- r, e- P; R1 O+ q
WaterReflectEnvironment=1
T' y& ^ T$ X) [ WaterReflectGround=10 {, t/ Y+ b8 X) t+ P
WaterReflectNPC=1
! q; E( u& M2 {3 |* E5 G2 o' |, d/ V WaterReflectEntity=1* c4 p* C0 E( }
UseSpeedTreeLod=0
: q+ G6 V( u* @3 d# L [0 ] SampMipFilter=2
1 R- ?5 L2 v: @" \8 s4 K9 F SampMinFilter=2" H, L$ r, M) {3 d2 p
SampMagFilter=2
5 W6 w, q, a- N/ r. o `# e" x# k UseRenderTwiceAlpha=0' u. @9 C5 R2 ]
GrassAlphaBlend=1
2 N; L% H9 T+ s9 h' r8 n9 `' J3 X$ E- B bGodRay=1
8 E0 B- l3 }2 p6 P1 U bSSAO=1
( \# T; y) g- B" g' ? OutputUsedResource=0/ p! o! u- I v! J+ v" C4 h5 c' z
fBillBoardCloudInureDistance=100000000.000000
) k% B% O0 r8 S DefautColorCast0=0.000000,0.000000,0.000000,0.000000' k: X4 n0 F. p. ^4 N7 P: z# C% T
DefautColorCast1=0.000000,0.000000,0.000000,0.000000
( N6 l5 u% ?5 O! a0 e; B DefautColorCast2=0.000000,0.000000,0.000000,0.000000
- N$ q! w6 T* {: M! s( V DefautColorCast3=0.000000,0.000000,0.000000,0.000000
. Z; B% I2 e- a6 S. @ DefautColorCast4=0.000000,0.000000,0.000000,0.0000009 O! x8 b" x+ h7 z
DefautColorCast5=0.000000,0.000000,0.000000,0.0000000 ` E, w9 N' e7 L
DefautColorCast6=0.000000,0.000000,0.000000,0.000000
! _+ H( \/ u/ w& @3 d* z DefautColorCast7=0.000000,0.000000,0.000000,0.000000+ R" @# j, r; D* `4 K$ Q
EnableRecord=0
: ?7 p9 `9 ]+ Y- u# J MultiSampleType=4
) H1 J" i- r! K- S" G$ e MultiSampleQuality=0/ ~1 F8 n' c4 Z4 o
TripleBuffering=0* `- [% l9 q! ?$ K0 \1 ]
VSync=0
$ _' N- V. @* @ ColorDepth=32, X: Y5 q! r: [' a7 r1 \2 b
EnableDynamicConverMap=1) t! S& g: X; g8 F" R; j
CpuSkin=0" \9 L7 H/ e4 d5 O6 t1 ^
NumCpuThread=1
; c: }/ R( c6 x& M: [ FlexBodySmooth=13 o2 t4 G( b- U8 M) ~/ t; h: c
CpuProcessModelThreadLock=0
. Y- {: K2 `1 i/ b) O EnablePhysics=1
) S' T6 _! ^' r1 G6 G* W! u% a* z MultiTextureRender=0
\& Y, X9 G! z% X" z5 [2 x5 G TerrainDetail=0
: R) W$ A' s ]% h VegetationDensity=1
1 F" s4 b- H3 a WaterDetail=4- }: }4 I' i0 _/ y7 g# ]% `
SelectorScale=2
1 Q: r X/ h7 B$ ? EnableDynamicUnload=1* z2 J& g: G. e4 w; \4 C2 H
EnableBladesSmoot=1
, P$ a/ a# C, A. [* a. K1 l MaxAnisotropy=1
- d7 P- U8 K; e9 n bHDR=1
) b4 `! u' ~4 Q4 f; d* Z$ n. d bGlobalFog=10 @: V% o; h1 M! V; L! B
bDOF=1
8 [0 J% Y3 f5 }3 E/ G8 @ MinSoundRange=10.000000
3 K Q; ?/ _/ H3 k E5 p CurveCMYKEnable=0
% f& G5 I5 u7 \* F ActiveColorCurve=0
5 B- T; u& j W0 E EnableDefaultDynamicWeather=0
1 s% s1 H( E, S# ^+ | x3 j2 Y) U fWaterAlphaMin=0.3000000 B$ Z# Y- J2 F8 ^& o9 B; Q* I
fWaterReduHeight=400.0000008 D+ M; K8 H, I6 x; i
nWaterReflTextSize=512% h' x7 I& |+ U; s; x$ U9 q
nWaterRefrTextSize=10240 d! j$ ~3 A9 }+ P" _
EnableNormalMap=01 ]' S( O2 u* T' r- z2 d0 x& |2 k5 F
EnableGroundNormalMap=0/ |; g9 R8 H$ Y0 a
EnableSpeedTreeNormalMap=0# E% e7 S; q( k4 F" z+ I2 L. j7 e
EnableTimeOptimizeLog=0
, a) `1 A4 ]: E' n* @ EnableDebugBBox=0, ]: ^" C, O" X& n5 b3 k. z
bUseModelBsp=1$ v3 \ t9 U" [- U$ ?
bEnableModelLod=1& d$ r" {( w! U* m2 @& [
ModelLODSwitchGates=100000000.000000,400000000.000000
4 Y! R0 T: P$ Q+ I3 |2 _/ A0 {4 V TerrainLODGates=11200,16000,224005 t& ^$ s9 ?, z; ` J2 X8 U1 R
UseTerrainLOD=1
% i3 Z$ a1 Z1 @- l c2 d1 u8 S \ [ENGINEOPTION]( E! v: a$ ~; J+ I) b: X
UseMultiThreadLoad=19 Z# B; ~& D$ V6 P) P, I2 ~
UseLogical=0
P4 z2 V" K1 _. a RenderTerrain=1
; _6 n( Z* E) X. r/ x- Z4 T# E RenderGround=1
1 R5 W/ B d9 W; K TerrDynamic=1
1 `0 G+ s1 c3 G3 j1 m ShowTestDialog=01 n0 d3 X% f* I: g4 Q6 Y. W0 V
BloomMaxExposure=0.200000& q2 Z, Y' e3 Y9 q& \
BloomMinExposure=0.100000$ [, g' g' G7 n( B( m3 [) Z
BloomRate=0.000000
8 ^; j; r9 o1 p9 y' N, f. e! ~ ^: } BloomDelay=700.000000
- k6 \; g ~3 J) P BloomGate=0.300000
8 S4 K# y2 S- U! ~4 d" k BloomCriticalAngel_max=10.000000. r9 I( `( @* [) b) k2 y+ y1 A
BloomCriticalAngel_min=-10.000000# V* U7 q3 E$ q
WaterConfigFile=data\public\defaultscene\waterconfig.wfx
2 A% Z0 W3 j0 L$ a# } HueScale=1.000000: b3 Y2 D8 `$ Q: Y! }
HueBias=-0.000000$ \% u+ ~: O7 l3 t
SaturationScale=1.000000& w' o# [& h1 q2 h& E$ K6 ^" y" i
SaturationBias=0.000000
3 _) ^: k" ~4 t5 f6 A7 N fIntensityScale=1.000000
) _ \$ O6 H( U" N) o" v IntensityBias=-0.000000! q3 R" s4 C7 u) {/ r
ShockWavePower=0.1100003 P: [* D8 }# W5 |( x
UseMultiThreadAni=0
, V6 t" e2 @% c' ` NumMultiThreadAni=1
% P8 @! F, g( J9 i B4 N UseMultiThreadCull=0
3 L0 Y7 S8 Y0 p2 y' f6 H3 g9 P, j UseProgressMeshLOD=0+ L5 U& g( T: e
nGodRaySampleNum=3" [8 t& G% x9 E1 d |- z6 O
fGodRayDensity=0.380000- h6 S3 ~* r2 N/ a7 t
fGodRayWeight=0.100000: y) `2 F' y/ ^5 M( K/ f
fGodRayDecay=1.000000
. B+ F1 z5 |8 m; [8 Y1 D. y; ]+ r fGodRayExposure=0.270000
( Q6 l1 k% J% f }4 M# ] fLimitAngle=6.283185
+ C* k, N5 k. H* a J9 Y nSSAOLevel=1& H6 M7 \3 t5 x' K
fSSAOSampleRadius=20.000000
2 m, J$ Z8 B0 F: W w fSSAODarkFact=0.5000004 B N/ J' M. Y
fBlurWeight=0.500000
Q0 J3 _2 h: @1 X) a bEnableAutoReLoadTexture=1
3 z( L, U& V4 l+ @ ImportOldScene=1% [$ c/ B* f7 D' e5 n
bEnabledAreaShadow=0
; i v' U6 c5 H0 q* d O fBloomExposure1=0.8000000 ]! ^3 z/ z2 \6 u+ ^
fBloomExposure2=0.150000
5 }, \( g$ X( F0 O fBloomGaussCoefficient=3.000000- O8 j! k' h9 @
nBloomSampleNum=8
, d5 T j( |" w% A' a" |" R( ? UseLogicalObject=15 `7 `. j/ r5 b# ~0 G8 b$ o
bPackFile=0
3 |- Q. f& ~0 p bShow3DEngineDebugInfo=0$ h' h% }! v; |; |
bMultiThreadLoadAnimation=0% |" s W0 L- b1 H; u5 ~7 C
b3DVision=08 s8 T& i- f2 S% ~" f i
[SCENEEDITOR]
9 @* ^# A6 Q2 k8 r( U) c c3 I& P3 A RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh' h7 j! C7 I! B3 P6 D: D* S
RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl
, N' v# ?5 q& u& o% | RUNNERANI=Data\public\scenerunner\scenerunner.Ani7 M: [" T* K5 Q, M/ Y
RUNNERFACEMODEL=& i5 z0 A( @7 \* ~# A) H
RUNNERFACEMTL=% W- D N$ V; U) I# N9 [% S! M
UseOtherWorkDirectory=0" L0 V# R9 b4 m" y; z
WorkDirectory=E:\Kingsoft\JX3\
( r6 U# U/ w9 a, v& C! @ [VIM3D]- N' t# d2 V. W! v: b7 y; t
UseVIM3D=04 Z" R$ }3 q/ O( M
[SoundSetting]
8 E8 r& P8 v E+ h TotalVolume=0.800000
/ _9 M; J d4 g7 e: R& H UIVolume=0.8000009 \, v1 u' d" {% Q) Y& M2 q
ErrorVolume=0.700000
% k P! E0 ]) d" F" |2 \ SceneVolume=0.900000
; u7 X. \0 C' h7 c p } ChVolume=0.900000, _- ~; L) h q2 J) A- w/ o
BgVolume=0.5000000 g7 R- K% c0 x: {% @( Y
Silence=0
- B6 d8 S( g& A$ p/ n; v9 |- B UiSound=1 \- n2 r2 Q, P( T$ b3 m% j
ErrorSound=1
( l5 C! U9 S& x+ x+ E( S$ a SceneSound=1' q# T( ]9 l5 T: u; s& K9 E
ChSound=13 E1 r, n/ X. }# b9 G# f* U' V$ p
BgMUsic=1- Y) x2 y' x$ r2 H
P3DSound=1- L- q, M4 D' w" d
BgLoop=1" }+ y* }# u: s/ U2 Q
BgMusic=1. h/ A: c, t- k# y0 X
[Mouse]
3 ]5 X& r: u2 M SwapMouseButton=0) F5 P y& d: q9 g8 h- _6 W% p
[EULA]& F: H1 C) K/ i: X0 N8 M
Accept=1
4 v7 t4 L9 e' l6 b7 l [Login]
* N9 j9 \# ~) E) P9 o- w- [" L ShowLogo=0
' B$ N; L9 i c8 Y1 v Account=
8 `, M' o- Y9 ~) o RememberAccount=0 \4 d7 s4 L' ^
[Caption]) B0 A2 y. O% A$ L
FrontTexture=data\public\hitpointspan.tga
* I5 t, O4 [: }8 q! M3 \ PercentageWidth=80.000000
, `) T8 o4 G# X8 Z4 T: K PercentageHeight=8.000000
! O4 g+ }0 k" w PercentageBorderXWidth=1.0000008 Y$ W+ N w/ P7 U! c i
PercentageBorderYWidth=0.500000
4 ~" C7 R( x9 x: Q PercentageBackColor=-16777216* F8 u ^7 I$ h) R4 L" M# P
CaptionHeight=20.000000
f- c; N, N. w9 r, h& W MaxCharactorPerLine=10
3 \+ R" w( ~$ g. w& i FontFile=ui/font/方正黑体_GBK.ttf
2 Q- G" t0 i9 h0 t1 K FontSize=28& @/ k, u& c7 P, V' V
FontBold=1+ A1 F5 R5 e9 S( k% L" i
FontItalic=0, k( ?* s( l0 S# M
BackTexture=data\public\hitpointspanback.tga% ]9 ~& ~; |# x; Z
BackBorderColorScale=0.3000001 ~* T. B) I4 T1 b0 {2 L* T
BackBorderColor=-1
) y9 W6 T) d( @+ o% I. X. A) ~ DefaultFont=黑体+ D+ b2 u5 y- K# A# r/ p! W8 c
[Loading]& N' K- l& \9 Q# h" L7 A; d) D
background=UI\Loading\background.bmp5 T5 ~) h1 ^% K' J! `- E
progress=UI\Loading\progress.bmp! P9 F3 e( J5 G0 t$ ~
sprite=UI\Loading\sprite.bmp
1 X% D( @5 W3 x: b ProgressX=350 W& c$ N2 Z8 ]! s) m, g+ y( B% Q
ProgressY=297" V0 G) J' N: h* j
[MODLEEDITOR]; ?- W! Q. b& R1 k
ModelEditorLODDistance=300.000000
& e2 c9 v" Y( y K 保存即可。
; U6 |' L, n- A; e |8 ]4 U2 r" e 备份原来的config.ini |
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