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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。+ _% J/ f: L& i: N& f; s
(点击图片看大图) 图片此篇不发全部。查看全部图片请点此>>>># M& `8 c) b; b1 b. _
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。
. s' d3 E8 @. ^ 配置文件里面的0就是关,1就是开。2 u( m0 _5 d1 \! `( J' b
对应的就是:
8 d) L3 _ c s& L+ J: f& [& Y9 e# L 屏幕空间环境光遮蔽SSAO bSSAO=0改成bSSAO=1& K! L/ }0 s" p2 n5 x/ A# M
高动态范围HDR bHDR=0改成bHDR=1* E6 R+ q) J. T' g) {
雾化GlobalFog bGlobalFog=0改成bGlobalFog=1
# L0 C# j- d$ Q u; L 景深DOF bDOF=0改成bDOF=16 k) H& T. B9 x/ S( N+ W2 G1 i
不会的,直接照下面说的做。
( O: Y$ y2 [. n% k& Y e% [4 Q) r 打开剑3安装目录. N( l* ]2 R! G; s
找到config.ini/ g+ B6 P: _4 K6 J4 i+ W
把里面的内容替换。
& }) T, O- D8 ~/ n# B [UIEditor]
4 L! U% p' k, b0 L0 u9 h+ Q Enable=0
) t' Z! V& Z3 {8 C8 ? Path=plugin\UiEditor
* T; M* V: H% p7 G [Main]
9 b [+ c+ U7 _+ c0 X+ f: h+ x StandardCanvasWidth=1280
! ^: d: b" M, S, ]$ k% u5 Q/ N9 L; w* A, a StandardCanvasHeight=960
6 L- o9 S3 L( j- n s' x CanvasWidth=1024
3 U8 f R1 z6 m& @$ n7 c CanvasHeight=7680 j- Z$ P) W1 F
X=0
" [% F: m* f% e n. y, Y. v Y=0
( s) k- T) c& D( d& F9 o% S EnableReloadFont=1
. g+ f$ P( b: D* u FullScreen=1
4 n @5 F1 b' W3 a* c" W/ \ Panauision=0
9 ^4 x0 ]/ e0 b- I4 A, N ExclusiveMode=0: X9 ]2 [% J" W$ X1 [0 Z
RefreshRate=0* I0 f+ @7 z6 l0 O9 W$ M- W0 I+ Z
Maximize=0
# S3 j! n. A8 B* l5 z [MovieRecord]! ^% J0 A& ]8 E( l1 l" _$ c
Enable=0' v8 j/ j- {; b3 y6 b/ n
Size=2
& X s5 }! A8 v4 p; o Filter=3
# r3 h) c* [6 u% s Fps=25
8 Z, l! g. p! _( H, a Quality=11000000
; O3 Q) `( O5 U1 I! T+ _ Encoder=mpeg2. \! e* V3 o$ v- E4 y- {
[Debug]
% w7 ?' f3 X- u8 S7 h 3DEngineDebugInfo=0
$ z6 P, c; J3 e5 y: I Console=0
1 d6 V/ o; O ?) T+ R6 N PakFirst=0
9 e( v! c% y5 X) [6 i3 d% H9 u4 }0 e [Represent]% l5 K. ]4 X% P7 t
RepresentSFX=0
( }4 i( u9 U% R! c% w [Log]9 X3 p9 | u7 @$ G9 A. Q. |
Level=255
2 n# f+ W# k; O. O [KG3DENGINE]7 r# S7 E i% e
TextureScale=1
9 k3 c" X# d" g# v% y6 u) C GrassAnimation=1# v, c" B% U) r: s, ^. y/ V' q
RenderGrass=1; w: }! `' t- t
AmibentShaderOnly=0
7 S3 ?/ R# f0 G4 x6 A q6 i: o% ` WaterReflection=1 b5 l% L9 _" R% L% s/ z9 ~
WaterRefraction=0
9 K2 b9 w4 z4 L- f PostRenderEffect=1
9 y( n& F) J7 L BloomEnable=18 s5 x3 a. F8 [* s; ]' b
ShockWaveEnable=1
$ n4 e1 R# o- R9 ?0 P4 L/ _# |2 F HSIEnable=0
# k# \) R) ^+ I+ h9 {8 G$ Y ModelShadowType=0
. G! V$ m0 k. ? ModelShadowParams=0.800000,1.000000,1.000000,32.000000,1000.000000,2500.000000,20000.000000,0.450000# V: X0 n- n: Z3 I; ^6 A
MotionBlurEnable=0! {! c& C1 x5 w' C7 _
CammeraDistance=80000.000000/ ], Z9 s. A0 m5 p, I
CammeraAngle=0.785000; k4 y4 F* E6 K+ v/ A
DetailEnable=0
- ^" N6 D" |9 M2 }+ y WaterReflectEnvironment=1% a; L6 Y6 \% a6 K
WaterReflectGround=1
- [4 b! U) Z# [ WaterReflectNPC=1) I. N0 P( o* T: ~ u& g
WaterReflectEntity=1: y) |: ?" z$ M+ p
UseSpeedTreeLod=0
- W% U9 y! N5 k' k* d4 [3 ~1 Q/ n SampMipFilter=2# u) P. x, ]. m+ f$ e" S* r
SampMinFilter=2
9 T2 b/ k1 }7 }& e7 ^, X SampMagFilter=2
( [) k- k0 n' M8 | UseRenderTwiceAlpha=00 G2 o& E N+ H
GrassAlphaBlend=13 B9 J! ^$ e5 N
bGodRay=13 Z9 l; q0 h5 d* K; T1 b
bSSAO=1
6 R* i: N7 L' q2 b8 T OutputUsedResource=0
+ j# M- t+ Y6 I ]5 [( Q3 C: j fBillBoardCloudInureDistance=100000000.000000& M6 s# Z/ E( B* C P0 ?+ C$ Q
DefautColorCast0=0.000000,0.000000,0.000000,0.000000, o+ M. J4 _! c( L
DefautColorCast1=0.000000,0.000000,0.000000,0.000000; {5 ?1 {4 \1 B8 b. S( x
DefautColorCast2=0.000000,0.000000,0.000000,0.000000
% Z' c8 o% b" ]3 _. s8 F/ E DefautColorCast3=0.000000,0.000000,0.000000,0.000000
% r% d1 ^( W4 V( ] DefautColorCast4=0.000000,0.000000,0.000000,0.000000
) h2 [9 {/ o! P2 L' a DefautColorCast5=0.000000,0.000000,0.000000,0.000000
* U- ?; c w" _; w3 u DefautColorCast6=0.000000,0.000000,0.000000,0.000000
* J# ?- h c2 L& J! k( d5 [ DefautColorCast7=0.000000,0.000000,0.000000,0.000000 O, G4 r8 ~/ O( m
EnableRecord=0
) {; v: f8 I$ E MultiSampleType=4
2 M( A+ Z: w2 O1 b# j MultiSampleQuality=0
& N; H# O' T6 y: ?" x TripleBuffering=0. X# {+ p; N( ?3 q2 U
VSync=0) ^6 G: H1 z. m1 d; |; [
ColorDepth=32
, E5 e! ?* a- r- V* a* J EnableDynamicConverMap=1
: P( @. ~* M5 e$ s6 s z$ D CpuSkin=0# V* m% c- _. r! k
NumCpuThread=1$ o: U; Z3 t7 t( _; y
FlexBodySmooth=1( l& _0 P1 e0 N5 G' g
CpuProcessModelThreadLock=0
- E" I5 K0 `* b1 } Q; J- _ F# n4 a EnablePhysics=1! T9 i ?% z8 A/ w# M/ x
MultiTextureRender=0
* F8 c' a2 |$ x [# D6 M TerrainDetail=0( m [3 W6 i+ y7 R' B6 \: A& |) r
VegetationDensity=1
5 t" R: H9 ^: \& v WaterDetail=48 |, Q7 z5 U* @% r' T( B
SelectorScale=2& P4 W7 h! x: [6 Z7 \
EnableDynamicUnload=1
n; S: p/ S6 x0 ?! { EnableBladesSmoot=1
, {7 J( n- u" ?. Y1 Y1 ~ MaxAnisotropy=1
3 ]3 E% ^5 g: o. A bHDR=1
4 c0 c2 t( r" r3 W bGlobalFog=18 Z, l& E, D p6 n: j
bDOF=14 t# r; C' D. _& x
MinSoundRange=10.000000& B4 J: k1 x: z2 e" w! ~2 f
CurveCMYKEnable=02 o- j7 k* l* `
ActiveColorCurve=0
) H& `7 b8 i" N V& ^/ W& M, q# Y4 U EnableDefaultDynamicWeather=0) Q8 j9 Z W2 n& X
fWaterAlphaMin=0.300000
y1 }4 G2 G0 e4 x" M9 j fWaterReduHeight=400.000000# S2 ]' z7 ^+ F- |; \4 A8 ] X
nWaterReflTextSize=512
3 R i+ A1 _) s6 E) p nWaterRefrTextSize=1024
1 ?2 @* x) x; y$ i# r EnableNormalMap=0) K5 C1 b6 i3 j# l/ }; N/ F
EnableGroundNormalMap=0
B3 h" F* g/ E+ A; Q( g+ J EnableSpeedTreeNormalMap=0/ r1 {2 U( Z: `0 {1 }' {/ m# S/ r* n
EnableTimeOptimizeLog=0
$ r- @+ a, w; P' F. c EnableDebugBBox=07 @: X! o: F) }% C/ u8 r% o3 l
bUseModelBsp=1
8 j; e% J* k6 P. [* \ bEnableModelLod=18 p. }3 o! A4 S" F+ X2 |% q9 q
ModelLODSwitchGates=100000000.000000,400000000.000000) U$ S+ I! F. x! y5 d, p8 W% X$ }
TerrainLODGates=11200,16000,22400
: E: y0 v$ r: h! ~: r- b, Q UseTerrainLOD=1
" t+ x* @' z) _' h [ENGINEOPTION]! ^" U) M; i, [
UseMultiThreadLoad=1
$ y( o% d. @! e f UseLogical=06 o: g2 _5 a+ E& O9 y3 J# T- o
RenderTerrain=10 m; a V3 F7 b' Y- R5 K
RenderGround=1
. T# o# f) t L) y7 C TerrDynamic=1
2 X0 r5 |# V0 q2 q# E ShowTestDialog=0
. W! t" w% Z+ ?& E6 ~ BloomMaxExposure=0.2000003 y# R' d7 G- d6 @7 Q
BloomMinExposure=0.100000
" {$ b! m- }( T: B BloomRate=0.000000
) |5 U1 b1 |- | L, l BloomDelay=700.000000" m0 X: T5 w8 _% @" Q
BloomGate=0.300000
' E) j" F+ ] g: L: C h BloomCriticalAngel_max=10.000000& j6 l @$ R6 `5 q
BloomCriticalAngel_min=-10.000000
, M9 R" |: O" L WaterConfigFile=data\public\defaultscene\waterconfig.wfx
E1 p' a" `% z* v( H HueScale=1.000000+ \0 L# X# d3 \) L" F
HueBias=-0.000000
) J* | H# B9 G( N, q# Z SaturationScale=1.000000
9 @, t. F6 ~$ w. |$ ^5 ^' M3 j% Y SaturationBias=0.000000
C8 J( N I4 F4 [ fIntensityScale=1.000000
6 M% f+ X; ?5 _ IntensityBias=-0.000000
( f' A( z: Z$ P; \ ShockWavePower=0.1100009 @: p* B; }& u6 z; b
UseMultiThreadAni=0
0 A& k3 I- z+ |3 n( o; o& _ NumMultiThreadAni=1) {8 u0 ~7 a/ [* W. Z5 q
UseMultiThreadCull=0' N' s& R7 q. ?5 ^0 {; }
UseProgressMeshLOD=02 |+ ~* f" X$ v7 e! a: P3 |/ R
nGodRaySampleNum=3
$ u. o6 g3 R& G& B fGodRayDensity=0.380000
% r9 D9 \. I( _ }# R6 u, j fGodRayWeight=0.100000
4 T) S( I8 n0 u9 y( g* ]! [9 ~2 [ fGodRayDecay=1.000000+ \, d( J ` X+ Z( ~& h( o
fGodRayExposure=0.2700007 @7 F# Z" j- K! g6 E1 T
fLimitAngle=6.283185
0 L* H* `/ C0 R( d: t; Q# b nSSAOLevel=1
$ |0 L/ S) X o+ \ fSSAOSampleRadius=20.000000. |1 b7 \' Y6 v: s! H( k- c& _' `5 R
fSSAODarkFact=0.500000
9 Y' u* Q+ ]5 m- ? fBlurWeight=0.5000009 l, Y- G+ j1 g/ M
bEnableAutoReLoadTexture=1
$ R+ _7 x( L$ T9 ~1 { ImportOldScene=1
( G/ ?" N( _) s7 |7 b bEnabledAreaShadow=0( Z# y4 u0 `: }; G
fBloomExposure1=0.800000' O9 n% l0 w" L) A, T5 p
fBloomExposure2=0.150000
/ i5 k j6 }7 r$ V fBloomGaussCoefficient=3.0000000 g% b) o1 K1 ]6 M; ^3 b! }
nBloomSampleNum=8
h4 f% t( a: y5 j6 [& L5 E UseLogicalObject=1
( X; W! H, j- t bPackFile=0* B/ x1 O6 k1 L$ p9 o W
bShow3DEngineDebugInfo=0
- S) c8 Y7 d) C% S/ v& I bMultiThreadLoadAnimation=0
3 y- ~" a# [8 b8 J- t0 W b3DVision=0
( p) L3 [* i @8 W2 ^, ^ [SCENEEDITOR]
! [) c. B& L- C4 o w# { RUNNERMODEL=Data\public\scenerunner\scenerunner.Mesh& i+ _" _! K0 W/ I( X
RUNNERMTL=Data\public\scenerunner\scenerunner.Mtl5 ]. J Z0 ?6 O0 p$ d3 \
RUNNERANI=Data\public\scenerunner\scenerunner.Ani
* Y+ d. C. ^2 J5 Y- T" l; r4 E# p RUNNERFACEMODEL=7 |: E( F K/ Z9 B+ ]
RUNNERFACEMTL=
2 c! G) Z4 d3 |& b5 _% q& w' U0 y UseOtherWorkDirectory=07 c p3 m/ j5 r# T" M4 @( Q$ E p5 ~
WorkDirectory=E:\Kingsoft\JX3\
0 u/ T% m0 ^$ q [VIM3D]
' W1 T" a4 H! w* X8 z UseVIM3D=0
, R; u* d. c' j2 J. F5 F# s0 u [SoundSetting]
6 v$ c2 l! o2 F" J( I& m TotalVolume=0.800000
: U% K0 w4 m7 s9 N6 g UIVolume=0.800000" e$ Y' Y$ n; T" J; ]* h J$ R7 ~
ErrorVolume=0.700000% e4 d2 w! C/ M, Y
SceneVolume=0.900000% B& i5 U$ L) j3 }- A
ChVolume=0.900000% c2 c0 x( y; X, i j4 k, W ]
BgVolume=0.5000004 |3 k+ w' Y4 t% J' f6 \
Silence=06 ?5 B0 K( z. ^% d
UiSound=1% R2 K7 d& R. k, h8 u
ErrorSound=1$ Z M: W% a5 B8 X: z7 N* Z
SceneSound=1
9 b; b8 V3 u, Q% s9 J! O ChSound=15 ~- [( m$ G" d- M* ]3 f# d5 g5 v5 x
BgMUsic=1
1 n" j) i6 ?5 Z; F6 A& \1 J: R P3DSound=1
" h4 H' s& V" {4 ` BgLoop=1
* f M, L" |2 t5 u: Z BgMusic=1! U. p: s% l* ^/ S- Y2 }; q
[Mouse]
; d' M. j0 @2 |' \- Q! u. d+ { SwapMouseButton=0
9 }0 C0 r( m% H: x5 \, r/ ] [EULA]+ V4 P& R$ Z2 T
Accept=1
4 s( `# t( [& h$ j) F* c4 f [Login]0 m. Z7 Y7 ]1 B! P& @5 N
ShowLogo=0- d9 o9 W( A9 O$ }3 s, X5 L, I& a
Account=% R% L0 p6 V, s5 F$ U4 v: f2 r
RememberAccount=0. {. a3 ?1 g) d5 z
[Caption]- R! l3 g: C" W7 } [5 v) s6 G4 X/ w
FrontTexture=data\public\hitpointspan.tga
+ n5 w" a7 J; }# w. u$ C# y' ? PercentageWidth=80.0000001 }4 d$ O% t) c% {: |9 v% `
PercentageHeight=8.000000+ g: Y& e+ O; t1 Z7 g& ^. q
PercentageBorderXWidth=1.000000
) g2 F u. h0 g7 J+ _- M+ y7 H' |' q; V PercentageBorderYWidth=0.500000
" ]6 C* |# F9 K# j/ |0 V PercentageBackColor=-16777216
: L. J! ]+ p* J* A* W& L+ D CaptionHeight=20.000000( n- M& I6 E! {$ z
MaxCharactorPerLine=10
; w6 R7 X2 p. K5 o( m FontFile=ui/font/方正黑体_GBK.ttf% s/ b# O. p3 D' d' n9 y
FontSize=28
! \ \' j/ z8 F5 J2 D8 D" } FontBold=16 E- D5 t, N V8 Z; u6 @& t
FontItalic=0
3 I5 D$ m( |8 A# s9 h5 o z BackTexture=data\public\hitpointspanback.tga
e# t6 l/ L7 H BackBorderColorScale=0.3000008 G( g8 o- n, R) }/ g e. n- E
BackBorderColor=-1# u$ l: V2 x' c& h" @# G+ |
DefaultFont=黑体
" @! E! K4 O+ t* P [Loading]0 O Z. h Y1 z% Z
background=UI\Loading\background.bmp' i2 K& {. P* B L1 j5 n
progress=UI\Loading\progress.bmp3 Q3 p6 [4 d7 H& w( B1 C# e
sprite=UI\Loading\sprite.bmp
! L# v, g( d; V8 i- b! q$ [ ProgressX=35
! a. _5 k8 a+ b' Y ProgressY=297
$ _7 z I/ A ^& Z [MODLEEDITOR]
8 U: q; Z6 S, j; C, Y8 X ModelEditorLODDistance=300.000000
( U# F5 ^, x, _% m/ I4 ~ 保存即可。
/ ?" ]( _, j2 `5 ?2 s4 z- k4 p 备份原来的config.ini |
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