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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 5 _6 v3 ^# v& {. Z% a
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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。; ^, c) F+ m0 Z6 k" A3 Z+ l
(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>) F" l% X6 c& h- k( k
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。* |* W2 h( m7 l7 b1 A. J, ?
配置文件里面的0就是关,1就是开。
- c+ g, d5 Q; m# @6 p 对应的就是:
7 A9 o( S) I( V* E2 t 屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1
. Y' r& k/ V& Q: l/ g6 O' W 高动态范围HDR bHDR=0改成bHDR=1
8 w0 b: K0 S. X& j' P 雾化GlobalFog bGlobalFog=0改成bGlobalFog=1: x, z9 N1 U! _ x! g% G
景深DOF bDOF=0改成bDOF=1
! I5 J6 X" R, H l 不会的,直接照下面说的做。
7 f9 }) W8 w# S" e" D 打开剑3安装目录
$ I+ E8 c3 l8 f. F4 r' j0 }3 K 找到config.ini0 i! V# ~% n# e
把里面的内容替换。 L$ x6 S' R D
[UIEditor]
5 s" X$ E+ U Q# C/ [/ ^- o: I1 G Enable=0
) ~2 n* S: b, G" r0 d8 ] Path=plugin\UiEditor3 N4 E$ n- C0 _( x, L# P! o
[Main]
# X1 n0 Q6 @$ X/ g StandardCanvasWidth=1280( W3 n5 I$ V1 t% F+ J" G: n5 `& Q
StandardCanvasHeight=960
9 h4 q5 Z" S( T/ R: _. K CanvasWidth=1024
' c& P; E, n& i Z CanvasHeight=768$ w( Q$ m' @; f1 ~, U
X=0& R. z; U2 L( h1 G+ I4 o/ n
Y=0
4 P9 k& B/ `, j) S; s, @) q- J+ ~1 G EnableReloadFont=1
0 }; T0 B8 F' y FullScreen=1# g) @9 z! i" J0 N$ Q
Panauision=0
6 d, f( W( `+ p- e2 u$ c7 \' X, n4 @4 M ExclusiveMode=0- W8 d/ k2 ~' A7 P
RefreshRate=02 s* }7 k9 d9 Z2 m+ @- K) Y
Maximize=08 ` A" W! o# Z9 o9 ?$ _
[MovieRecord]
# b- J) K# o+ K! [6 \ Enable=0
. T* d9 [; s% w4 f Size=2
* D/ A4 ^. Z- A( Q Filter=3
+ X( |- E+ ], P, d* }6 m- J Fps=25
5 O6 ~& |# r0 p5 d! f# o Quality=11000000; q8 ~/ [1 @5 A$ o o
Encoder=mpeg27 G: H' a& g/ L6 M& U* Q! K
[Debug]
2 V( D$ L) o; ~) d: L ~' B3 o: M 3DEngineDebugInfo=0
6 j* Y1 M7 ?- q0 J) Y Console=0
$ N/ ~9 Z) m$ {7 ~3 P' [ PakFirst=04 Y6 A" `( W* |) y! N2 D9 A X
[Represent]
1 @0 m! B+ {; K/ z RepresentSFX=0
- @5 ~% z) x' r [Log]& z" D0 A* K+ p) r' u8 q) g
Level=255+ Z8 v0 r1 B3 ~0 `
[KG3DENGINE]
) L5 @7 O" u. Q [. \1 Z& ` TextureScale=1
* |6 F; v6 E( ^1 H GrassAnimation=1
) s5 O6 R' b" B4 n& E RenderGrass=14 E! c. O7 B: B) D) D, M7 B
AmibentShaderOnly=0
. H9 ~9 \$ F) N+ ?* b WaterReflection=1
$ s, K/ R3 T* ] WaterRefraction=0
5 q' j7 P$ E& g% W PostRenderEffect=18 c; `6 e9 K( i
BloomEnable=1% E/ c' T b% `- w
ShockWaveEnable=1
7 U* P! Y" l5 O/ g i HSIEnable=0. n" G& I# J# f* H0 q& a. B& m
ModelShadowType=0
$ K+ t% K( ]9 E' p9 Q( Q; N ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.4500001 o' T8 e/ d" `. }) K$ r
MotionBlurEnable=0
1 q$ r. G3 f% U/ a& p" @7 m; M% L9 M CammeraDistance=80000.000000
; C, O I5 T1 N. x9 b CammeraAngle=0.785000
. d V) |8 G$ ?8 R' |" O DetailEnable=0
, [, @- p% P: c6 F: n WaterReflectEnvironment=1
, `5 u0 B2 S& p& u+ l: k- j; D2 M WaterReflectGround=1! h& k# e( y1 u2 N5 P ]9 `
WaterReflectNPC=1
, ~6 ]3 W% R6 W5 S0 X& ]0 } WaterReflectEntity=1! o' L' b" T9 Q
UseSpeedTreeLod=0! F' P. i8 h B% Q7 j; [9 \9 z
SampMipFilter=2( w5 R1 r! S8 e* s
SampMinFilter=2
+ r! J( O/ q8 j2 t/ Q) | SampMagFilter=20 V( Z* f$ b' K3 O" S/ L5 t
UseRenderTwiceAlpha=00 L' j; t* b% M
GrassAlphaBlend=14 p o4 W1 K l1 W
bGodRay=1
. p# k, ^: @! ]3 d" m" x bSSAO=10 O& s4 ~: Y" _
OutputUsedResource=04 N; l+ n }/ {4 e; |! ~! C
fBillBoardCloudInureDistance=100000000.000000
; k% w" j2 X* z DefautColorCast0=0.000000,0.000000,0.000000,0.000000
: c% {8 h+ B( l X& h DefautColorCast1=0.000000,0.000000,0.000000,0.000000
' _' Q; ~6 M# p) p5 E DefautColorCast2=0.000000,0.000000,0.000000,0.000000
! j) O! v, R0 ~! I DefautColorCast3=0.000000,0.000000,0.000000,0.000000- B( ?5 k7 g6 L
DefautColorCast4=0.000000,0.000000,0.000000,0.000000
% p# n' Q1 @/ C! {( s w DefautColorCast5=0.000000,0.000000,0.000000,0.000000
2 J2 s$ i4 s$ M3 H DefautColorCast6=0.000000,0.000000,0.000000,0.0000004 Q# j& }1 `# m- J
DefautColorCast7=0.000000,0.000000,0.000000,0.000000
- v0 Q9 }# B! H# ^( `" q+ @) [" q EnableRecord=0
! C |0 t2 X1 d MultiSampleType=4
3 k+ @+ K# b. W2 ]( a0 ^ MultiSampleQuality=0* k- j9 z% f( Q3 S
TripleBuffering=0, G$ k3 [: N/ G$ l8 F# h, ?
VSync=0' V: }0 I, n8 q& v; `9 B; k0 s
ColorDepth=32
, E' H2 w: y4 e EnableDynamicConverMap=1
7 P) L) m/ ~. w% ]7 X F/ L CpuSkin=0% A/ N0 N) k( i5 z9 E
NumCpuThread=1, V- W0 L4 b2 ^5 M1 q
FlexBodySmooth=1
8 A* p+ H6 ]& h. H" ] CpuProcessModelThreadLock=0
% r1 m: r8 h% l EnablePhysics=1* J$ X1 v9 }0 d7 P
MultiTextureRender=03 m/ Y# i/ s# K- w- r: o
TerrainDetail=0( f6 X }7 O' j8 I* c4 b8 g ~( ~
VegetationDensity=1
" c8 U, j& r7 ?3 d' ^ WaterDetail=4! W# B8 T4 ~2 H
SelectorScale=2
/ ?1 U2 q+ k ^& _4 F( q- R EnableDynamicUnload=1
, ~ m6 e$ g9 |' |) w* Y+ o EnableBladesSmoot=1
) Y: G; B7 T# K h- Y MaxAnisotropy=1
9 p5 k4 B. g7 R) E bHDR=12 p1 ~" {: H: |$ o2 ~
bGlobalFog=1& K4 A9 D+ Q4 s% p0 t
bDOF=1
- L* J5 M+ @& u MinSoundRange=10.000000
9 w- ], g, D0 L6 B CurveCMYKEnable=0
' }( O5 k$ n: j5 S ActiveColorCurve=0
3 V- ~# A* R+ `6 [, b) ]4 ` EnableDefaultDynamicWeather=0
. l. L) j& c( S }8 m5 z fWaterAlphaMin=0.300000
+ b x! O, \& I; Y fWaterReduHeight=400.000000# O& l0 p5 W' U, Q2 ]8 u
nWaterReflTextSize=512
- H& j0 `2 B, R5 w9 V, P nWaterRefrTextSize=1024/ j, i+ A5 V, y/ C' J
EnableNormalMap=0; G: [' u! v, Y. x1 { P. e
EnableGroundNormalMap=0' p9 r! V/ X0 i" p& X6 d6 L- T
EnableSpeedTreeNormalMap=0
; Z( R6 s1 d3 q% m4 w EnableTimeOptimizeLog=0; }* U- H( P* o5 Y# W
EnableDebugBBox=07 a ~9 w, f1 D3 _! F: s! U
bUseModelBsp=1: D5 ^0 |6 `. ^6 i q- n7 G4 a
bEnableModelLod=15 J- `1 M/ N% M9 V. R* W
ModelLODSwitchGates=100000000.000000,400000000.000000
. r! y" G" M2 \7 a TerrainLODGates=11200,16000,22400
% M9 Q, A! F3 D UseTerrainLOD=1* H5 n1 h$ O) X/ r' r
[ENGINEOPTION]. ^! [# Y. l! Y% G4 j, g: P* ^1 @
UseMultiThreadLoad=1" a* Z0 h0 u8 X
UseLogical=0
2 ~9 P8 M' ^5 Y# C RenderTerrain=1
+ b: @& ^) E0 Q3 ~9 O: T RenderGround=1
4 f2 m! K1 Q$ C. k( c% j5 ]4 E TerrDynamic=1
* j5 V/ @, `! \7 [2 Y1 F ShowTestDialog=08 C/ d" t: j0 d0 Z
BloomMaxExposure=0.200000* E$ U! Y( y; d& x& k6 |3 I
BloomMinExposure=0.1000007 |; k% ]$ K' k7 Z# q: L, P- ~2 M
BloomRate=0.000000
6 h& [5 F# @/ p( T( e BloomDelay=700.000000
0 c# ^+ F" V) y$ }- g2 @ BloomGate=0.300000
J/ o: E2 y7 z4 u6 {: ` BloomCriticalAngel_max=10.000000
: O; D0 R6 }5 v8 u, j BloomCriticalAngel_min=-10.000000
& Z# A# g ~& t1 R9 |4 o! n" e+ T WaterConfigFile=data\public\defaultscene\waterconfig.wfx
G! z4 T% ?* N/ J& r+ U HueScale=1.000000) n e* A% a4 g" g1 b; J3 U1 g
HueBias=-0.000000
; ~! d% A* n: B7 R4 G SaturationScale=1.000000" ~2 A5 A8 Q) @
SaturationBias=0.0000006 S0 u6 h k' l: A( }
fIntensityScale=1.000000& f+ F% u [- A+ t5 u2 B! z
IntensityBias=-0.000000
& y3 W( d* v5 S* W1 I& p ShockWavePower=0.110000: j* c- y: K, A7 k
UseMultiThreadAni=0
8 A5 c* `9 @9 x NumMultiThreadAni=19 ~/ U2 ^( o3 `7 L T
UseMultiThreadCull=0
1 L, a9 v- b% n, o7 x; u UseProgressMeshLOD=0$ O( \- f% x1 y9 Y' E6 @+ E
nGodRaySampleNum=3
! g$ F: b, X6 r) H. w fGodRayDensity=0.380000
- n8 P. @% y- l& s9 w8 F/ w fGodRayWeight=0.100000 [6 A7 s% L: [8 M' D
fGodRayDecay=1.000000
7 y* e/ v; e: O0 R fGodRayExposure=0.270000. ~1 c, T" m; d5 W7 b! P- g* n
fLimitAngle=6.283185, c) \( n4 u- C0 B9 g
nSSAOLevel=1
+ W# k% V+ \0 o2 b fSSAOSampleRadius=20.000000
s, k: c; t) d8 y fSSAODarkFact=0.500000% R& N; p2 I5 @8 `2 f- _
fBlurWeight=0.500000
! q6 F# Y; o3 c2 Q/ Y% l6 f bEnableAutoReLoadTexture=1" P: I# v! _, `/ Q- U- `
ImportOldScene=1
4 P5 ~# B4 N' G) P1 w& v& U bEnabledAreaShadow=0
7 P% R9 c7 v: U' t. Q1 } fBloomExposure1=0.800000
& b! m7 H" d4 y# Y" p5 L h fBloomExposure2=0.150000
* s* g; B; x% ] fBloomGaussCoefficient=3.000000
: Z% r& C9 E: U' z! y9 N$ | nBloomSampleNum=8
; \" u3 d) W: f UseLogicalObject=1
& H+ W$ b1 B* }9 l" `3 I: X bPackFile=0' @( h. u0 v3 ]. H
bShow3DEngineDebugInfo=0
W9 A# F# y/ V' Z9 u E bMultiThreadLoadAnimation=0
: I/ k( x' i+ c' a& Z b3DVision=0! t# h& l$ I0 C
[SCENEEDITOR]
) s4 n8 x5 t% X: E7 W RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh+ M$ U$ M8 ^, Z, V. ]0 D6 ~) \1 c! r
RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl
8 E* T. `& c$ I. D. I# W9 C RUNNERANI=Data\public\scenerunner\scenerunner.Ani
1 _+ k# [8 o! y; I9 R! O RUNNERFACEMODEL=
7 G' T+ t/ t- b. l9 s9 ^ RUNNERFACEMTL=
" X7 i9 C$ ?3 X8 E/ z/ f UseOtherWorkDirectory=0' F) E2 _. t0 ?2 K/ M) @
WorkDirectory=E:\Kingsoft\JX3\
2 A; o6 d7 b+ f/ z [VIM3D]
" g5 B- _% H6 y$ o; b3 K7 H' ^ UseVIM3D=0
/ c% _) N, _! X {) { [SoundSetting]2 O Q4 N$ O. O1 {: ]
TotalVolume=0.800000# ^. `, b5 v9 S1 f" J# S
UIVolume=0.800000% ^2 l4 j# K1 L5 p2 ]
ErrorVolume=0.700000- r) M' E! i8 f. v7 ]7 G9 b- x9 B
SceneVolume=0.9000008 v c2 r$ `! p, ^+ R6 l, e) ^- m
ChVolume=0.900000
9 f& @* i1 j6 D+ ]& x% N5 p. g BgVolume=0.5000000 E; Y) S X% b* }6 h
Silence=05 v$ F" T) H, e0 ]- s; v
UiSound=1
& K; A! k, g% N. A% u ErrorSound=1
- H, l* t7 u( Y2 E# M SceneSound=1
. U; z* r: F0 D O$ ]* z/ a/ I ChSound=1" `9 [3 |& U+ F( P
BgMUsic=1
- Q. {; [+ B1 v6 z) Y* X5 q! D P3DSound=1! u2 v9 |2 e& N( x
BgLoop=1
% X3 `8 t8 M9 h# ^ BgMusic=1+ a% u$ L/ s6 n* {# g/ y: [; {
[Mouse]
( H5 Y0 m0 n- z4 l SwapMouseButton=0' `6 ~! o& \0 L8 L) P; C
[EULA]0 N8 P* T4 K" K1 ~
Accept=1: D4 C7 R$ [# n
[Login]( W2 L) C( q' k- l0 ]
ShowLogo=0
8 p* O7 m! y4 N6 ~ Account=6 D3 d8 N2 r, j
RememberAccount=0 u# ^0 i: s5 z! U, P
[Caption]
" f1 t3 p l5 x6 H9 F FrontTexture=data\public\hitpointspan.tga
) x( x6 j' C" O: b: R! U& f& h PercentageWidth=80.0000001 v9 L; u, D2 h* k% _2 F. U6 h
PercentageHeight=8.000000
* g3 h5 _ C7 q9 }1 x$ |9 o& L PercentageBorderXWidth=1.000000 b8 C: N* q$ p
PercentageBorderYWidth=0.5000001 t) ]; D( D3 ~% m; ]: w' g% G3 Y
PercentageBackColor=-167772168 n! A) l$ z, O
CaptionHeight=20.000000
M0 U7 ?! r5 z% u MaxCharactorPerLine=10
/ A/ V" G) o5 v* V FontFile=ui/font/方正黑体_GBK.ttf' ]# {5 C% [% T( X
FontSize=284 _; `: P$ z( O: \# y# N/ w; \
FontBold=1& x/ ^9 n% h1 b* x5 A
FontItalic=0- i* B$ r1 E2 O* l! S& a
BackTexture=data\public\hitpointspanback.tga
/ i6 C, d1 S) H: X: l) K! d! ^5 a7 Q BackBorderColorScale=0.3000008 C4 T: u7 g0 w& t
BackBorderColor=-1% ]$ u- P! |# L" g: W7 b
DefaultFont=黑体* D0 W5 g( o& u/ u c
[Loading]
) {- q! j- W2 a! Y3 A background=UI\Loading\background.bmp
8 s- t7 k, l) H3 t progress=UI\Loading\progress.bmp3 l C$ s& R4 u- Z) Q0 j
sprite=UI\Loading\sprite.bmp6 `4 F g# {" _9 V2 @) r
ProgressX=354 _) {2 j5 W1 g/ |0 U8 q
ProgressY=297
" l. B$ l8 e5 ^ [MODLEEDITOR]
' K* J& o3 k+ E* j ModelEditorLODDistance=300.000000' O% s" }8 e* h) y7 r
保存即可。7 F- @, Z2 c3 G. Q1 N& G
备份原来的config.ini |
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