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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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r% ?$ \7 u# O1 n: W3 E 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。
0 S7 P$ ^! r! d( y! [: ^( W& _" ~- m(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>>- z( I$ X& z$ g/ f0 \
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。
* T! Q4 O+ }" G 配置文件里面的0就是关,1就是开。3 O, y$ H- J: e# M$ ~2 N
对应的就是:
6 v' |$ u U8 m, R9 z/ s0 V/ i B$ A 屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1
& g" D3 ^' Z( l% \! B* \4 i 高动态范围HDR bHDR=0改成bHDR=17 x. K+ i" G% G- `( _( o$ N) F8 ~- n
雾化GlobalFog bGlobalFog=0改成bGlobalFog=1
5 f3 g9 D' J3 v 景深DOF bDOF=0改成bDOF=12 f8 @/ O1 H) h; A4 ~9 V
不会的,直接照下面说的做。
, T( f5 f0 ]/ O! b, D4 R* x; T 打开剑3安装目录
/ m# a* A/ ~/ r7 V 找到config.ini
# |# ^- _8 m( U' f" t. F" { 把里面的内容替换。
- G% b# O* {* { [UIEditor]
5 {9 G& H5 z# r5 d! A: O Enable=0- P6 ^* Q9 O/ k
Path=plugin\UiEditor. F2 {5 w8 {' `, _: v" l. O. m7 @
[Main]
r( }/ l+ L5 o1 e4 @ StandardCanvasWidth=1280; J+ C9 ~4 d% _& G m
StandardCanvasHeight=960: h& `9 V* y* s3 [% D+ g& l4 W
CanvasWidth=10242 Z! Q. g' s L( e& U' z
CanvasHeight=768
/ y2 x! B! v* s' c3 s, U/ B4 b X=0
$ N" J% r7 f7 M: m4 g) p Y=0
6 l Q3 b7 @. X* w. b* ?( K EnableReloadFont=1
0 r3 Y' M1 Y' V2 R" V" e FullScreen=1
. f. k4 I( k% _5 x4 s Panauision=0
X* M7 O8 o; v8 }1 o. a6 m* X ExclusiveMode=05 j$ P" n; d& l
RefreshRate=01 v: x2 n; g3 H I
Maximize=0) u2 S) } U; S$ w2 d6 O
[MovieRecord]
! y$ _ ^5 j" c7 }! p% G* l Enable=0% [. t$ n8 o5 W7 }4 b/ b# n* h+ Y
Size=2
4 {/ u+ n0 P- y% w1 M Filter=3
/ s8 J/ q( J0 H Fps=258 k6 z& R$ f5 A) h' C6 @
Quality=11000000
7 x5 f h8 j$ F Encoder=mpeg2% w9 m0 p3 d5 w
[Debug]$ R$ T0 C( f8 t. z& D& l8 @( s
3DEngineDebugInfo=0' N3 l. N3 I% |' o+ T
Console=0- |- d* R! L. {8 M/ d
PakFirst=03 a6 m( o7 U/ d i: \6 K4 P
[Represent]
2 Y! x: H P* F RepresentSFX=0
% \7 u9 H; f) j6 z1 f1 F [Log]3 U% m$ r3 V& }) \9 n9 g0 L
Level=255
$ b) `" }1 R7 n2 X: h [KG3DENGINE]- V. R. a, M, ]- z- z
TextureScale=15 H% t9 q" a& g
GrassAnimation=1
, {) w5 O6 d1 v, K) q RenderGrass=1
& K ?8 S# y; I AmibentShaderOnly=08 `/ ~+ J3 ~/ n- v- c5 v
WaterReflection=1
8 o) q7 d8 b8 l0 Y WaterRefraction=0$ G M9 R( s; |8 q) C+ L
PostRenderEffect=1) Z4 \ c- E0 {3 J" u
BloomEnable=1! i" F5 ]! f& M) T
ShockWaveEnable=1
{: M D/ O6 S5 U- o1 V) p% J HSIEnable=0# C* |3 e9 }% Q# b
ModelShadowType=00 u+ l3 c3 \( i/ @- b
ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000/ ~+ O7 d4 D: _9 K
MotionBlurEnable=0
1 @, q7 s3 ~ P; _$ Q( q3 C- k# ~ CammeraDistance=80000.000000
( p5 \. d3 D1 q& \ CammeraAngle=0.785000' t. O/ o7 o m4 t; S# o
DetailEnable=0
N# A' B j1 H) i# d- Q WaterReflectEnvironment=1
& `' f+ w4 i4 h; X8 p WaterReflectGround=1+ k V0 E! }* O) l+ `5 X
WaterReflectNPC=1# U' |6 t: A/ ]0 ?# D# z
WaterReflectEntity=13 \- o6 ]% V4 W% U
UseSpeedTreeLod=0
! r2 o H, R0 j. N% b: O SampMipFilter=2' h! X/ | A8 `1 C& H7 X# _* F% h
SampMinFilter=2% S7 D# j- O$ c7 U* o( |
SampMagFilter=2
1 T/ h0 H% k& N9 f: c9 e, l UseRenderTwiceAlpha=09 ?6 G, j3 q/ H- b# p& k
GrassAlphaBlend=1 K% C5 j, \2 H
bGodRay=1. U, `* H% K- o0 u# l: [- P" Y6 q
bSSAO=1! Q& \ {9 h( r8 K) R1 C
OutputUsedResource=0
" b, A8 W. E* E# d; L fBillBoardCloudInureDistance=100000000.000000, e* l% u. h4 [4 t4 Q7 T& P
DefautColorCast0=0.000000,0.000000,0.000000,0.0000008 v! y$ ^' u1 [. |
DefautColorCast1=0.000000,0.000000,0.000000,0.000000" |# A7 a& P) |% N, W/ Y
DefautColorCast2=0.000000,0.000000,0.000000,0.000000
: M/ [ o: U2 D: d DefautColorCast3=0.000000,0.000000,0.000000,0.000000, i& T5 Q" @5 ^* `% D' t6 p
DefautColorCast4=0.000000,0.000000,0.000000,0.000000
, }8 v9 f9 v! k" e! D, ]1 c DefautColorCast5=0.000000,0.000000,0.000000,0.000000
, `* v3 `& k4 N1 a. r& J DefautColorCast6=0.000000,0.000000,0.000000,0.000000
% Y- h* {8 o# O$ B DefautColorCast7=0.000000,0.000000,0.000000,0.000000
6 a5 l5 k4 n, x( W0 F EnableRecord=0
7 r v( V/ t8 s7 I1 i& n' `4 M& b MultiSampleType=4/ c4 D$ o! d- P7 ^2 r: H X
MultiSampleQuality=0/ s3 O# j2 \1 T i2 m% I! ?
TripleBuffering=0- g5 d& X, M* l4 U
VSync=07 Z1 ?/ w( C! p$ v% m% A0 q
ColorDepth=32 N5 ~# D5 E6 p3 U
EnableDynamicConverMap=1
) F, i! D' b/ X k* R3 B CpuSkin=0
2 Z1 y5 I* w/ k& i NumCpuThread=1
9 ?# `- A( i: _# z1 j FlexBodySmooth=18 B/ n2 |; |' P( Q- |- d
CpuProcessModelThreadLock=0: e: ^2 Z1 M, U' K3 }
EnablePhysics=1
* x; l1 L7 D3 z% d; b: [ MultiTextureRender=0
) \1 v+ @: y/ z- }: V& y3 E$ F8 S TerrainDetail=0: D4 ^+ d2 q0 n$ n' A* L
VegetationDensity=1
2 J3 v( \8 m# l- ? WaterDetail=4
6 K; _/ ]# j! K+ I SelectorScale=2
4 W S. t$ H! ^& }* h- O _ EnableDynamicUnload=1
/ _: S* R% u5 |2 e% z1 S9 I# Z EnableBladesSmoot=1
\! Q* Z9 ?4 j( g8 Y0 O, I7 X0 J MaxAnisotropy=1
' ~# s. y3 _# @- m7 M: ~9 {3 o bHDR=1
0 o* z* P: b7 o% _; M: Y bGlobalFog=1! A4 X6 V5 h/ ^. r) `
bDOF=1
6 ], p$ \ j5 y4 f! s9 F% C! V MinSoundRange=10.000000. N* j# x8 B, D* u
CurveCMYKEnable=0
7 |+ z6 g! w& i: K ActiveColorCurve=06 z- ]5 ~/ z2 s) H' { _+ q6 O
EnableDefaultDynamicWeather=0: E9 ]$ J& V( ? v( _, [ i
fWaterAlphaMin=0.300000
3 Z+ J: c; v# s fWaterReduHeight=400.0000006 `, K d& E/ W$ U+ N: g
nWaterReflTextSize=512+ P2 v! h8 j- O2 s) @
nWaterRefrTextSize=1024, v3 p& S( p: Z
EnableNormalMap=06 y# s! t" b) v6 K" h+ N
EnableGroundNormalMap=0+ T. Q. s% y+ y0 ^5 E- ?7 d
EnableSpeedTreeNormalMap=05 j, V! [, q& R; U
EnableTimeOptimizeLog=0! S _ U6 f. n" P
EnableDebugBBox=0
6 W1 o# a4 z$ S- D; o- k1 Y- H' [: } bUseModelBsp=1- J6 k% @. W' E1 w: n j7 n8 i
bEnableModelLod=1
; _: o) i+ _+ D5 r" W+ s ModelLODSwitchGates=100000000.000000,400000000.0000003 F+ N) F* p5 Q$ c0 G b. m
TerrainLODGates=11200,16000,224006 D/ M; n6 g) r. C
UseTerrainLOD=1. X! i$ C& Y& ]
[ENGINEOPTION]4 \- S" U( A( u7 k
UseMultiThreadLoad=11 ?' |0 |% x# y2 z$ N4 ?
UseLogical=0
/ r2 T7 B6 ^- r RenderTerrain=15 ~0 }& Q: i8 X6 h7 Q
RenderGround=1- J& z9 |1 O. N# s
TerrDynamic=1; q* Z! |8 _, i) U& N
ShowTestDialog=0) A+ T0 S% J9 J$ W% k p, |8 i
BloomMaxExposure=0.200000
; ` D0 u4 w& N8 C# Q) I BloomMinExposure=0.100000
! L: i, V5 H1 x, h, a5 g- T BloomRate=0.000000* W' \* `8 p. g# r; `3 Q; K9 G
BloomDelay=700.000000
' b l& T7 _# G' j7 t BloomGate=0.300000
3 p* ^# s/ {/ Y& T; z9 m BloomCriticalAngel_max=10.000000
+ Q5 i- W+ J m: A BloomCriticalAngel_min=-10.000000) D( j8 ?* C( _$ b% g$ h
WaterConfigFile=data\public\defaultscene\waterconfig.wfx0 v# o7 s9 B3 q3 f3 ~+ ~% P4 m, U
HueScale=1.000000, w) _+ r2 Q6 g
HueBias=-0.000000
/ ?$ q g. q' R# X; R2 E2 W: r/ b SaturationScale=1.000000; g6 _; Z k6 a& v
SaturationBias=0.000000" u' I% b( k* O/ E W* f: }
fIntensityScale=1.000000
2 f$ d5 N0 R" J IntensityBias=-0.000000
6 o: \( O p' a. E0 ^* S E ShockWavePower=0.110000% W1 @7 a+ L5 z+ ~) L, K2 o
UseMultiThreadAni=0
! t+ z6 C0 e: V' F" V% ] NumMultiThreadAni=1
: K# ^# X" O% K# u8 T. m, G4 a. [ UseMultiThreadCull=0
& S! w$ c6 |$ Q) O( B4 p! _* K UseProgressMeshLOD=0) c/ H1 H: K/ K5 R% d4 D* w
nGodRaySampleNum=3
6 ^7 x" {( H$ `- \, { fGodRayDensity=0.380000
0 Z6 ~$ m4 `* }# b: n" y# i fGodRayWeight=0.100000
# M7 T; B1 E2 ]" }( D/ N0 Q2 I fGodRayDecay=1.000000
& } L0 \3 s L2 U" T7 w% Q4 M9 I fGodRayExposure=0.270000
8 b' I8 X: u9 \8 ?; d fLimitAngle=6.283185
Z( J4 L& J7 v; C nSSAOLevel=1/ v- F6 c' `* z) c; P' h
fSSAOSampleRadius=20.0000002 G9 S& J2 t! v; F' E
fSSAODarkFact=0.500000
# m0 `/ l, n3 V( D) P1 ? fBlurWeight=0.500000
: o. l; x' v! r2 I: u3 H6 \" Y bEnableAutoReLoadTexture=1) T' Z1 `' h7 O4 y2 [, Z
ImportOldScene=1
, f- {5 v! I* z* t7 d bEnabledAreaShadow=0
# o5 Q6 i7 d/ ]4 P! P' b6 S+ U fBloomExposure1=0.8000000 C, l" Z$ ^: X& G; @1 v2 b/ X8 Z/ ~. [
fBloomExposure2=0.150000
% P1 G$ K, U5 d- Y fBloomGaussCoefficient=3.000000
- m( p; b4 |) _" \! y+ L nBloomSampleNum=8
3 r8 A/ ?% X- [: g. d, S UseLogicalObject=1
, C# q, G9 X5 J+ \: Y2 b5 p bPackFile=0
5 e) ^2 M7 ?% H6 g9 S bShow3DEngineDebugInfo=06 @" j- f4 r9 V% ?5 P( f
bMultiThreadLoadAnimation=0
$ w- ~) C7 y2 J8 [; F1 z b3DVision=0
- c" n% Q6 T+ Q8 T+ V9 p. V! e [SCENEEDITOR]! g- b0 C" B5 S* W* G* |3 D/ ^$ U
RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh
) Y. O, y8 A z Q RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl
( ^5 g+ x7 x; l2 Y; n) _9 P RUNNERANI=Data\public\scenerunner\scenerunner.Ani6 T n) K/ M8 [+ v9 X
RUNNERFACEMODEL=
& w7 Y; S8 |# a9 Y; q RUNNERFACEMTL=
) P6 ~4 K+ ^" d0 g. ?; m; G- j* T UseOtherWorkDirectory=0
9 G" I4 d! \7 l" _ WorkDirectory=E:\Kingsoft\JX3\
7 h4 [: d3 \3 g' h; N7 {3 c9 _ [VIM3D]+ q/ s0 \' z8 |0 y5 t2 ~$ L( k
UseVIM3D=0
! y! w0 k" ^( R/ d8 K [SoundSetting]# i4 X* R, `8 t" z1 Q9 m
TotalVolume=0.800000; L$ a+ l5 t) _& y
UIVolume=0.8000009 t( r8 L/ w1 f! H* o: V
ErrorVolume=0.700000) K! C& a9 I6 {% f
SceneVolume=0.900000' Z1 @) S. c; {( l# a) N/ T
ChVolume=0.900000+ p u' I% U* r, K2 [' ` ?% ~2 X- y
BgVolume=0.5000006 m8 L: [* q% R, q, {5 L! m
Silence=0* p2 I; P- L+ G* J5 W7 A2 ~
UiSound=1
4 A7 [0 w$ w b# k5 G2 y ErrorSound=1
+ x) N ]2 _+ ?: [! \ SceneSound=11 l$ z# a- m8 t& t* Z. B2 Q
ChSound=1! H/ z, b4 O5 G" g( n
BgMUsic=1
. u/ }# k. A6 L7 Q( X P3DSound=16 u" K8 ~2 p# v& C$ S; X
BgLoop=11 x+ h% ]6 J# c+ ?& G
BgMusic=1# D9 l+ R# l7 T; y- t' e! R
[Mouse]
1 P6 F) b1 p T# a; T SwapMouseButton=04 P" T; ]- D, `
[EULA]2 \& G% `+ C. {
Accept=1
. `9 G, y; c5 h8 E5 ~2 ? [Login]( V; J/ q) C; f, L/ K) G/ g
ShowLogo=0
) s5 I; }; K& n3 b7 T `( C Account=
1 ] s4 w Q) I# F1 { RememberAccount=0
C5 k) l: b" `+ J5 G+ z- a% q9 F [Caption]# U, v' ?! i, n+ `1 `4 k! H# Y: M
FrontTexture=data\public\hitpointspan.tga% r$ f0 w% q* ~. [
PercentageWidth=80.000000
7 _9 r# z. X1 n: ?& E PercentageHeight=8.000000
) i8 T0 f& F9 `+ v+ r PercentageBorderXWidth=1.000000
0 f1 M( @7 O/ Y/ P/ o$ J PercentageBorderYWidth=0.500000; d5 | N, ~0 Q$ p! ]' p
PercentageBackColor=-16777216
( g, D) s \4 ? CaptionHeight=20.000000
" p% U' I. q8 L' @1 V MaxCharactorPerLine=10
4 v7 Y' E( y; G" B: _/ _9 n3 i FontFile=ui/font/方正黑体_GBK.ttf
5 o$ }+ h/ B: e& V" } FontSize=28
) g/ C; R2 z2 ?9 J- `. F( _ FontBold=1
& F. s' t8 N, u4 g- d FontItalic=06 m z3 k9 Z+ D( o, X
BackTexture=data\public\hitpointspanback.tga
8 Y8 `7 \7 @( @ BackBorderColorScale=0.300000
. l1 _$ B. z5 D1 V# ` BackBorderColor=-1
* S4 ]6 |) r; {8 l; K9 n DefaultFont=黑体
% o# Q4 X P7 b# l/ w0 [$ w# f2 |: h [Loading]( P* I$ i4 Z4 A. w8 F Z, m
background=UI\Loading\background.bmp
. _) T% K0 V8 [! Z& ^9 e( Q progress=UI\Loading\progress.bmp+ {5 G2 m. O; s% o0 q) l
sprite=UI\Loading\sprite.bmp5 `) J3 P+ M' u
ProgressX=35. z J3 r8 U+ p7 b: B
ProgressY=297( C9 E4 s4 h' M: O6 ~$ _
[MODLEEDITOR]
# D3 S; M& _" H ModelEditorLODDistance=300.000000
7 [" M4 t2 k0 M! ?2 ?1 |4 f 保存即可。
8 ^1 f" G! \: Z- ~7 T. o# E 备份原来的config.ini |
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